diff options
Diffstat (limited to 'src/declarative/particles/defaultshaders/imagevertex.shader')
-rw-r--r-- | src/declarative/particles/defaultshaders/imagevertex.shader | 119 |
1 files changed, 119 insertions, 0 deletions
diff --git a/src/declarative/particles/defaultshaders/imagevertex.shader b/src/declarative/particles/defaultshaders/imagevertex.shader new file mode 100644 index 0000000000..a572d73050 --- /dev/null +++ b/src/declarative/particles/defaultshaders/imagevertex.shader @@ -0,0 +1,119 @@ +attribute highp vec2 vPos; +attribute highp vec4 vData; // x = time, y = lifeSpan, z = size, w = endSize +attribute highp vec4 vVec; // x,y = constant speed, z,w = acceleration +uniform highp float entry; +#ifdef COLOR +attribute lowp vec4 vColor; +#endif +#ifdef DEFORM +attribute highp vec2 vTex; +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 +#endif +#ifdef SPRITE +attribute highp vec4 vAnimData;// idx, duration, frameCount (this anim), timestamp (this anim) +uniform highp float framecount; //maximum of all anims +uniform highp float animcount; +#endif + +uniform highp mat4 qt_Matrix; +uniform highp float timestamp; +#ifdef TABLE +varying lowp vec2 tt;//y is progress if Sprite mode +#endif +#ifdef SPRITE +varying highp vec4 fTexS; +#else +#ifdef DEFORM +varying highp vec2 fTex; +#endif +#endif +#ifdef COLOR +varying lowp vec4 fColor; +#else +varying lowp float fFade; +#endif + + +void main() { + + highp float t = (timestamp - vData.x) / vData.y; + if (t < 0. || t > 1.){ +#ifdef DEFORM //Not point sprites + gl_Position = qt_Matrix * vec4(vPos.x, vPos.y, 0., 1.); +#else + gl_PointSize = 0.; +#endif + return; + } +#ifdef SPRITE + //Calculate frame location in texture + highp float frameIndex = mod((((timestamp - vAnimData.w)*1000.)/vAnimData.y),vAnimData.z); + tt.y = mod((timestamp - vAnimData.w)*1000., vAnimData.y) / vAnimData.y; + + frameIndex = floor(frameIndex); + fTexS.xy = vec2(((frameIndex + vTex.x) / framecount), ((vAnimData.x + vTex.y) / animcount)); + + //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); + fTexS.zw = vec2(((frameIndex + vTex.x) / framecount), ((vAnimData.x + vTex.y) / animcount)); +#else +#ifdef DEFORM + fTex = vTex; +#endif +#endif + highp float currentSize = mix(vData.z, vData.w, t * t); + lowp float fade = 1.; + highp float fadeIn = min(t * 10., 1.); + highp float fadeOut = 1. - clamp((t - 0.75) * 4.,0., 1.); + + if (entry == 1.) + fade = fadeIn * fadeOut; + else if(entry == 2.) + currentSize = currentSize * fadeIn * fadeOut; + + highp vec2 pos; +#ifdef DEFORM + 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 vec4 deform = vDeformVec * currentSize * (vTex.xxyy - 0.5); + highp vec4 rotatedDeform = deform.xxzz * trigCalcs.xyxy; + rotatedDeform = rotatedDeform + (deform.yyww * trigCalcs.yxyx * vec4(-1.,1.,-1.,1.)); + /* The readable version: + 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 + + rotatedDeform.xy + + rotatedDeform.zw + + vVec.xy * t * vData.y // apply speed + + 0.5 * vVec.zw * pow(t * vData.y, 2.); // apply acceleration +#else + pos = vPos + + vVec.xy * t * vData.y // apply speed vector.. + + 0.5 * vVec.zw * pow(t * vData.y, 2.); + gl_PointSize = currentSize; +#endif + gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1); + +#ifdef COLOR + fColor = vColor * fade; +#else + fFade = fade; +#endif +#ifdef TABLE + tt.x = t; +#endif +} |