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-rw-r--r--src/declarative/particles/defaultshaders/supervertex.shader57
1 files changed, 0 insertions, 57 deletions
diff --git a/src/declarative/particles/defaultshaders/supervertex.shader b/src/declarative/particles/defaultshaders/supervertex.shader
deleted file mode 100644
index 432a23ce05..0000000000
--- a/src/declarative/particles/defaultshaders/supervertex.shader
+++ /dev/null
@@ -1,57 +0,0 @@
-attribute highp vec2 vPos;
-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
-
-uniform highp mat4 matrix;
-uniform highp float timestamp;
-uniform sampler2D sizetable;
-uniform sampler2D opacitytable;
-
-varying highp vec2 fTex;
-varying lowp vec4 fColor;
-varying lowp float tt;
-
-void main() {
- fTex = vTex;
- highp float size = vData.z;
- highp float endSize = vData.w;
-
- highp float t = (timestamp - vData.x) / vData.y;
-
- highp float currentSize = mix(size, endSize, t * t) * texture2D(sizetable, vec2(t,0.5)).w;
-
- if (t < 0. || t > 1.)
- currentSize = 0.;
-
- 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 = matrix * vec4(pos.x, pos.y, 0, 1);
-
- fColor = vColor;
- tt = t;
-
-}