KlassischeKeplerKriege/data/shader/particle.frag

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#version 120
varying vec2 vertex;
varying vec3 velocity;
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varying float decay;
varying float explCenterDist;
uniform vec3 explCenter;
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vec3 hsv2rgb(vec3 c)
{
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
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void main()
{
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float r = length(vertex);
if (r > 1.0) {
discard;
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}
float d = decay/(1.0+max(0.0, 1.0-2.0*explCenterDist));
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float h = (1.0-d)/6.0;
float v = max(0.0, (1.0-log(d)));
float s = max(0.0, min(30.0 * sqrt(decay) * explCenterDist, 1.0));
//v /= 1.0 + max(0.0, min(35.0*(decay-0.2), 1.0)) + 10.0 * explCenterDist;
v /= 1.0 + 10.0 * explCenterDist;
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gl_FragColor = vec4(hsv2rgb(vec3(h, s, v)), 1.0);
//gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);
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}