diff options
Diffstat (limited to 'src/declarative/particles/defaultshaders/spritevertex.shader')
-rw-r--r-- | src/declarative/particles/defaultshaders/spritevertex.shader | 54 |
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; } |