diff options
author | Alan Alpert <alan.alpert@nokia.com> | 2011-05-18 21:10:00 +1000 |
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committer | Alan Alpert <alan.alpert@nokia.com> | 2011-05-18 21:10:00 +1000 |
commit | b8338a188160651fec238edb4d7fd59417eefe6d (patch) | |
tree | 1a1fe76f449f5240a62d6c00c4ebf8a4616515b7 /src/imports/particles/resources/ultravertex.shader | |
parent | ab858bc8e650f1120495f968379f37257c774b5f (diff) |
Add UltraParticle
They're not as cool as they sound. Includes example, and the now
pointless SuperParticle (for possible performance comparisions).
Diffstat (limited to 'src/imports/particles/resources/ultravertex.shader')
-rw-r--r-- | src/imports/particles/resources/ultravertex.shader | 94 |
1 files changed, 94 insertions, 0 deletions
diff --git a/src/imports/particles/resources/ultravertex.shader b/src/imports/particles/resources/ultravertex.shader new file mode 100644 index 0000000000..65a1a3077a --- /dev/null +++ b/src/imports/particles/resources/ultravertex.shader @@ -0,0 +1,94 @@ +attribute highp vec2 vPos; +attribute highp vec2 vTex; +attribute highp vec4 vData; // x = time, y = lifeSpan, z = size, w = endSize +attribute highp vec4 vVec; // x,y = constant speed, z,w = acceleration +attribute lowp vec4 vColor; +attribute highp vec4 vDeformVec; //x,y x unit vector; z,w = y unit vector +attribute highp vec3 vRotation; //x = radians of rotation, y=rotation speed, z= bool autoRotate +attribute highp vec4 vAnimData;// idx, duration, frameCount (this anim), timestamp (this anim) + +uniform highp mat4 matrix; +uniform highp float timestamp; +uniform highp float framecount; //maximum of all anims +uniform highp float animcount; +uniform sampler2D sizetable; + +varying lowp float tt; +varying highp vec2 fTexA; +varying highp vec2 fTexB; +varying lowp float progress; +varying lowp vec4 fColor; + + +void main() { + highp float size = vData.z; + highp float endSize = vData.w; + + highp float t = (timestamp - vData.x) / vData.y; + + //Calculate frame location in texture + highp float frameIndex = mod((((timestamp - vAnimData.w)*1000.)/vAnimData.y),vAnimData.z); + progress = mod((timestamp - vAnimData.w)*1000., vAnimData.y) / vAnimData.y; + + frameIndex = floor(frameIndex); + highp vec2 frameTex = vTex; + if(vTex.x == 0.) + frameTex.x = (frameIndex/framecount); + else + frameTex.x = 1. * ((frameIndex + 1.)/framecount); + + if(vTex.y == 0.) + frameTex.y = (vAnimData.x/animcount); + else + frameTex.y = 1. * ((vAnimData.x + 1.)/animcount); + + fTexA = frameTex; + //Next frame is also passed, for interpolation + //### Should the next anim be precalculated to allow for interpolation there? + if(frameIndex != vAnimData.z - 1.)//Can't do it for the last frame though, this anim may not loop + frameIndex = mod(frameIndex+1., vAnimData.z); + + if(vTex.x == 0.) + frameTex.x = (frameIndex/framecount); + else + frameTex.x = 1. * ((frameIndex + 1.)/framecount); + + if(vTex.y == 0.) + frameTex.y = (vAnimData.x/animcount); + else + frameTex.y = 1. * ((vAnimData.x + 1.)/animcount); + fTexB = frameTex; + + highp float currentSize = mix(size, endSize, t * t) * texture2D(sizetable, vec2(t,0.5)).w; + + if (t < 0. || t > 1.) + currentSize = 0.; + + highp vec2 pos; + highp float rotation = vRotation.x + vRotation.y * t * vData.y; + if(vRotation.z == 1.0){ + highp vec2 curVel = vVec.zw * t * vData.y + vVec.xy; + rotation += atan(curVel.y, curVel.x); + } + highp vec2 trigCalcs = vec2(cos(rotation), sin(rotation)); + highp vec2 xDeform = vDeformVec.xy * currentSize * (vTex.x-0.5); + highp vec2 yDeform = vDeformVec.zw * currentSize * (vTex.y-0.5); + highp vec2 xRotatedDeform; + xRotatedDeform.x = trigCalcs.x*xDeform.x - trigCalcs.y*xDeform.y; + xRotatedDeform.y = trigCalcs.y*xDeform.x + trigCalcs.x*xDeform.y; + highp vec2 yRotatedDeform; + yRotatedDeform.x = trigCalcs.x*yDeform.x - trigCalcs.y*yDeform.y; + yRotatedDeform.y = trigCalcs.y*yDeform.x + trigCalcs.x*yDeform.y; + pos = vPos + + xRotatedDeform + + yRotatedDeform + //- vec2(1,1) * currentSize * 0.5 // 'center' + + vVec.xy * t * vData.y // apply speed + + 0.5 * vVec.zw * pow(t * vData.y, 2.); // apply acceleration + + gl_Position = matrix * vec4(pos.x, pos.y, 0, 1); + + fColor = vColor; + tt = t; + +} |