diff options
Diffstat (limited to 'src/declarative/particles/defaultshaders/deformablevertex.shader')
-rw-r--r-- | src/declarative/particles/defaultshaders/deformablevertex.shader | 58 |
1 files changed, 28 insertions, 30 deletions
diff --git a/src/declarative/particles/defaultshaders/deformablevertex.shader b/src/declarative/particles/defaultshaders/deformablevertex.shader index 01570950b1..001998435f 100644 --- a/src/declarative/particles/defaultshaders/deformablevertex.shader +++ b/src/declarative/particles/defaultshaders/deformablevertex.shader @@ -4,13 +4,13 @@ attribute highp vec4 vData; // x = time, y = lifeSpan, z = size, w = endSize attribute highp vec4 vVec; // x,y = constant speed, z,w = acceleration 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 lowp vec4 vColor; -uniform highp mat4 matrix; +uniform highp mat4 qt_Matrix; uniform highp float timestamp; -uniform lowp float opacity; varying highp vec2 fTex; -varying lowp float fFade; +varying lowp vec4 fColor; void main() { fTex = vTex; @@ -21,37 +21,35 @@ void main() { highp float currentSize = mix(size, endSize, t * t); - highp vec2 pos; - if (t < 0. || t > 1.){ + if (t < 0. || t > 1.) currentSize = 0.; - pos = vPos; - }else{ - 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); + 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 = qt_Matrix * vec4(pos.x, pos.y, 0, 1); highp float fadeIn = min(t * 10., 1.); highp float fadeOut = 1. - max(0., min((t - 0.75) * 4., 1.)); - fFade = fadeIn * fadeOut * opacity; + fColor = vColor * (fadeIn * fadeOut); } |