diff options
Diffstat (limited to 'src/declarative/particles/defaultshaders/ultravertex.shader')
-rw-r--r-- | src/declarative/particles/defaultshaders/ultravertex.shader | 94 |
1 files changed, 0 insertions, 94 deletions
diff --git a/src/declarative/particles/defaultshaders/ultravertex.shader b/src/declarative/particles/defaultshaders/ultravertex.shader deleted file mode 100644 index 65a1a3077a..0000000000 --- a/src/declarative/particles/defaultshaders/ultravertex.shader +++ /dev/null @@ -1,94 +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 -attribute highp vec4 vAnimData;// idx, duration, frameCount (this anim), timestamp (this anim) - -uniform highp mat4 matrix; -uniform highp float timestamp; -uniform highp float framecount; //maximum of all anims -uniform highp float animcount; -uniform sampler2D sizetable; - -varying lowp float tt; -varying highp vec2 fTexA; -varying highp vec2 fTexB; -varying lowp float progress; -varying lowp vec4 fColor; - - -void main() { - highp float size = vData.z; - highp float endSize = vData.w; - - highp float t = (timestamp - vData.x) / vData.y; - - //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; - - 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; - -} |