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-rw-r--r--src/declarative/particles/defaultshaders/spritevertex.shader113
1 files changed, 0 insertions, 113 deletions
diff --git a/src/declarative/particles/defaultshaders/spritevertex.shader b/src/declarative/particles/defaultshaders/spritevertex.shader
deleted file mode 100644
index 96ce3454b8..0000000000
--- a/src/declarative/particles/defaultshaders/spritevertex.shader
+++ /dev/null
@@ -1,113 +0,0 @@
-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
-#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 float tt;
-#endif
-#ifdef SPRITE
-varying lowp float progress;
-varying highp vec2 fTexA;
-varying highp vec2 fTexB;
-#elseif DEFORM
-varying highp vec2 fTex;
-#endif
-#ifdef COLOR
-varying lowp vec4 fColor;
-#endif
-
-
-void main() {
-
- highp float t = (timestamp - vData.x) / vData.y;
-#ifdef SPRITE
- //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;
-#endif
-
- highp float currentSize = mix(vData.z, vData.w, t * t);
-
- if (t < 0. || t > 1.)
- currentSize = 0.;
-
- 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 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
-#else
- pos = vPos
- + vVec.xy * t * vData.y // apply speed vector..
- + 0.5 * vVec.zw * pow(t * vData.y, 2.);
-#endif
- gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);
-
-#ifdef COLOR
- fColor = vColor;
-#endif
-#ifdef TABLE
- tt = t;
-#endif
-}