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-rw-r--r--src/declarative/particles/defaultshaders/imagevertex.shader119
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
+}