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-rw-r--r--src/declarative/particles/defaultshaders/spritevertex.shader54
1 files changed, 35 insertions, 19 deletions
diff --git a/src/declarative/particles/defaultshaders/spritevertex.shader b/src/declarative/particles/defaultshaders/spritevertex.shader
index 78b8e36b3b..7d89726fc2 100644
--- a/src/declarative/particles/defaultshaders/spritevertex.shader
+++ b/src/declarative/particles/defaultshaders/spritevertex.shader
@@ -1,21 +1,25 @@
attribute highp vec2 vPos;
-attribute highp vec2 vTex;
+attribute highp vec2 vTex;
attribute highp vec4 vData; // x = time, y = lifeSpan, z = size, w = endSize
attribute highp vec4 vVec; // x,y = constant speed, z,w = acceleration
+attribute lowp vec4 vColor;
+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 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 mat4 qt_Matrix;
+uniform highp float timestamp;
uniform highp float framecount; //maximum of all anims
uniform highp float animcount;
+varying lowp float tt;
varying highp vec2 fTexA;
varying highp vec2 fTexB;
varying lowp float progress;
varying lowp vec4 fColor;
-void main() {
+
+void main() {
highp float size = vData.z;
highp float endSize = vData.w;
@@ -54,24 +58,36 @@ void main() {
frameTex.y = 1. * ((vAnimData.x + 1.)/animcount);
fTexB = frameTex;
- //Applying Size here seems to screw with RockingAffector?
highp float currentSize = mix(size, endSize, t * t);
if (t < 0. || t > 1.)
currentSize = 0.;
- //If affector is mananging pos, they don't set speed?
- highp vec2 pos = vPos
- - currentSize / 2. + currentSize * vTex // adjust size
- + vVec.xy * t * vData.y // apply speed vector..
- + 0.5 * vVec.zw * pow(t * vData.y, 2.);
-
- gl_Position = matrix * vec4(pos.x, pos.y, 0, 1);
-
- // calculate opacity
- highp float fadeIn = min(t * 10., 1.);
- highp float fadeOut = 1. - max(0., min((t - 0.75) * 4., 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);
+
+ fColor = vColor;
+ tt = t;
- lowp vec4 white = vec4(1.);
- fColor = white * fadeIn * fadeOut * opacity;
}