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Diffstat (limited to 'src/declarative/particles/defaultshaders/spriteimagevertex.shader')
-rw-r--r--src/declarative/particles/defaultshaders/spriteimagevertex.shader52
1 files changed, 52 insertions, 0 deletions
diff --git a/src/declarative/particles/defaultshaders/spriteimagevertex.shader b/src/declarative/particles/defaultshaders/spriteimagevertex.shader
new file mode 100644
index 0000000000..27de2ada6a
--- /dev/null
+++ b/src/declarative/particles/defaultshaders/spriteimagevertex.shader
@@ -0,0 +1,52 @@
+attribute highp vec2 vTex;
+attribute highp vec4 vAnimData;// idx, duration, frameCount (this anim), timestamp (this anim)
+
+uniform highp mat4 matrix;
+uniform highp float timestamp;
+uniform lowp float opacity;
+uniform highp float framecount; //maximum of all anims
+uniform highp float animcount;
+uniform highp float width;
+uniform highp float height;
+
+varying highp vec2 fTexA;
+varying highp vec2 fTexB;
+varying lowp float progress;
+
+
+void main() {
+ //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;
+ 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
+ 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;
+
+
+ gl_Position = matrix * vec4(width * vTex.x, height * vTex.y, 0, 1);
+}