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-rw-r--r--src/declarative/particles/defaultshaders/coloredfragment.shader10
-rw-r--r--src/declarative/particles/defaultshaders/coloredvertex.shader (renamed from src/declarative/particles/defaultshaders/trailsvertex.shader)13
-rw-r--r--src/declarative/particles/defaultshaders/ctfragment.shader11
-rw-r--r--src/declarative/particles/defaultshaders/ctvertex.shader38
-rw-r--r--src/declarative/particles/defaultshaders/deformablefragment.shader5
-rw-r--r--src/declarative/particles/defaultshaders/deformablevertex.shader58
-rw-r--r--src/declarative/particles/defaultshaders/simplefragment.shader3
-rw-r--r--src/declarative/particles/defaultshaders/simplevertex.shader7
-rw-r--r--src/declarative/particles/defaultshaders/spritefragment.shader9
-rw-r--r--src/declarative/particles/defaultshaders/spritevertex.shader54
-rw-r--r--src/declarative/particles/defaultshaders/superfragment.shader11
-rw-r--r--src/declarative/particles/defaultshaders/supervertex.shader57
-rw-r--r--src/declarative/particles/defaultshaders/tabledvertex.shader3
-rw-r--r--src/declarative/particles/defaultshaders/trailsfragment.shader8
-rw-r--r--src/declarative/particles/defaultshaders/ultrafragment.shader16
-rw-r--r--src/declarative/particles/defaultshaders/ultravertex.shader94
16 files changed, 96 insertions, 301 deletions
diff --git a/src/declarative/particles/defaultshaders/coloredfragment.shader b/src/declarative/particles/defaultshaders/coloredfragment.shader
new file mode 100644
index 0000000000..383888b5c7
--- /dev/null
+++ b/src/declarative/particles/defaultshaders/coloredfragment.shader
@@ -0,0 +1,10 @@
+uniform sampler2D texture;
+uniform lowp float qt_Opacity;
+
+varying highp vec2 fTex;
+varying lowp vec4 fColor;
+
+void main() {
+ gl_FragColor = (texture2D(texture, fTex)) * fColor * qt_Opacity;
+}
+
diff --git a/src/declarative/particles/defaultshaders/trailsvertex.shader b/src/declarative/particles/defaultshaders/coloredvertex.shader
index 7bc1d66b71..d6498f277f 100644
--- a/src/declarative/particles/defaultshaders/trailsvertex.shader
+++ b/src/declarative/particles/defaultshaders/coloredvertex.shader
@@ -4,15 +4,14 @@ 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;
-uniform highp mat4 matrix;
+uniform highp mat4 qt_Matrix;
uniform highp float timestamp;
-uniform lowp float opacity;
-varying highp vec2 fTex;
+varying highp vec2 fTex;
varying lowp vec4 fColor;
-void main() {
- fTex = vTex;
+void main() {
+ fTex = vTex;
highp float size = vData.z;
highp float endSize = vData.w;
@@ -28,10 +27,10 @@ void main() {
+ 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);
+ gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);
highp float fadeIn = min(t * 10., 1.);
highp float fadeOut = 1. - max(0., min((t - 0.75) * 4., 1.));
- fColor = vColor * fadeIn * fadeOut * opacity;
+ fColor = vColor * (fadeIn * fadeOut);
}
diff --git a/src/declarative/particles/defaultshaders/ctfragment.shader b/src/declarative/particles/defaultshaders/ctfragment.shader
deleted file mode 100644
index a17f5841ca..0000000000
--- a/src/declarative/particles/defaultshaders/ctfragment.shader
+++ /dev/null
@@ -1,11 +0,0 @@
-uniform sampler2D texture;
-uniform sampler2D colortable;
-uniform sampler2D opacitytable;
-
-varying highp vec2 fTex;
-varying lowp vec4 fColor;
-varying lowp float tt;
-
-void main() {
- gl_FragColor = (texture2D(texture, fTex).w) * fColor * texture2D(colortable, vec2(tt, 0.5)) *( texture2D(opacitytable, vec2(tt, 0.5)).w);
-}
diff --git a/src/declarative/particles/defaultshaders/ctvertex.shader b/src/declarative/particles/defaultshaders/ctvertex.shader
deleted file mode 100644
index b20676cc49..0000000000
--- a/src/declarative/particles/defaultshaders/ctvertex.shader
+++ /dev/null
@@ -1,38 +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;
-
-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 = 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);
-
- fColor = vColor;
- tt = t;
-
-}
diff --git a/src/declarative/particles/defaultshaders/deformablefragment.shader b/src/declarative/particles/defaultshaders/deformablefragment.shader
index 494053e319..1ac25ba208 100644
--- a/src/declarative/particles/defaultshaders/deformablefragment.shader
+++ b/src/declarative/particles/defaultshaders/deformablefragment.shader
@@ -1,8 +1,9 @@
uniform sampler2D texture;
+uniform lowp float qt_Opacity;
varying highp vec2 fTex;
-varying lowp float fFade;
+varying lowp vec4 fColor;
void main() {
- gl_FragColor = (texture2D(texture, fTex)) * fFade;
+ gl_FragColor = (texture2D(texture, fTex)) * fColor * qt_Opacity;
}
diff --git a/src/declarative/particles/defaultshaders/deformablevertex.shader b/src/declarative/particles/defaultshaders/deformablevertex.shader
index 01570950b1..001998435f 100644
--- a/src/declarative/particles/defaultshaders/deformablevertex.shader
+++ b/src/declarative/particles/defaultshaders/deformablevertex.shader
@@ -4,13 +4,13 @@ attribute highp vec4 vData; // x = time, y = lifeSpan, z = size, w = endSize
attribute highp vec4 vVec; // x,y = constant speed, z,w = acceleration
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 lowp vec4 vColor;
-uniform highp mat4 matrix;
+uniform highp mat4 qt_Matrix;
uniform highp float timestamp;
-uniform lowp float opacity;
varying highp vec2 fTex;
-varying lowp float fFade;
+varying lowp vec4 fColor;
void main() {
fTex = vTex;
@@ -21,37 +21,35 @@ void main() {
highp float currentSize = mix(size, endSize, t * t);
- highp vec2 pos;
- if (t < 0. || t > 1.){
+ if (t < 0. || t > 1.)
currentSize = 0.;
- pos = vPos;
- }else{
- 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);
+ 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);
highp float fadeIn = min(t * 10., 1.);
highp float fadeOut = 1. - max(0., min((t - 0.75) * 4., 1.));
- fFade = fadeIn * fadeOut * opacity;
+ fColor = vColor * (fadeIn * fadeOut);
}
diff --git a/src/declarative/particles/defaultshaders/simplefragment.shader b/src/declarative/particles/defaultshaders/simplefragment.shader
index 494053e319..0b0adaa32b 100644
--- a/src/declarative/particles/defaultshaders/simplefragment.shader
+++ b/src/declarative/particles/defaultshaders/simplefragment.shader
@@ -1,8 +1,9 @@
uniform sampler2D texture;
+uniform lowp float qt_Opacity;
varying highp vec2 fTex;
varying lowp float fFade;
void main() {
- gl_FragColor = (texture2D(texture, fTex)) * fFade;
+ gl_FragColor = texture2D(texture, fTex) * (fFade * qt_Opacity);
}
diff --git a/src/declarative/particles/defaultshaders/simplevertex.shader b/src/declarative/particles/defaultshaders/simplevertex.shader
index f185ef0700..b7542e660e 100644
--- a/src/declarative/particles/defaultshaders/simplevertex.shader
+++ b/src/declarative/particles/defaultshaders/simplevertex.shader
@@ -3,9 +3,8 @@ 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
-uniform highp mat4 matrix;
+uniform highp mat4 qt_Matrix;
uniform highp float timestamp;
-uniform lowp float opacity;
varying highp vec2 fTex;
varying lowp float fFade;
@@ -27,10 +26,10 @@ void main() {
+ 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);
+ gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);
highp float fadeIn = min(t * 10., 1.);
highp float fadeOut = 1. - max(0., min((t - 0.75) * 4., 1.));
- fFade = fadeIn * fadeOut * opacity;
+ fFade = fadeIn * fadeOut;
}
diff --git a/src/declarative/particles/defaultshaders/spritefragment.shader b/src/declarative/particles/defaultshaders/spritefragment.shader
index 4d89d69c6a..86002f03fb 100644
--- a/src/declarative/particles/defaultshaders/spritefragment.shader
+++ b/src/declarative/particles/defaultshaders/spritefragment.shader
@@ -1,10 +1,17 @@
uniform sampler2D texture;
+uniform sampler2D colortable;
+uniform sampler2D opacitytable;
+uniform lowp float qt_Opacity;
varying highp vec2 fTexA;
varying highp vec2 fTexB;
varying lowp float progress;
varying lowp vec4 fColor;
+varying lowp float tt;
void main() {
- gl_FragColor = mix(texture2D(texture, fTexA), texture2D(texture, fTexB), progress) * fColor.w;
+ gl_FragColor = mix(texture2D(texture, fTexA), texture2D(texture, fTexB), progress)
+ * fColor
+ * texture2D(colortable, vec2(tt, 0.5))
+ * (texture2D(opacitytable, vec2(tt, 0.5)).w * qt_Opacity);
}
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;
}
diff --git a/src/declarative/particles/defaultshaders/superfragment.shader b/src/declarative/particles/defaultshaders/superfragment.shader
deleted file mode 100644
index a17f5841ca..0000000000
--- a/src/declarative/particles/defaultshaders/superfragment.shader
+++ /dev/null
@@ -1,11 +0,0 @@
-uniform sampler2D texture;
-uniform sampler2D colortable;
-uniform sampler2D opacitytable;
-
-varying highp vec2 fTex;
-varying lowp vec4 fColor;
-varying lowp float tt;
-
-void main() {
- gl_FragColor = (texture2D(texture, fTex).w) * fColor * texture2D(colortable, vec2(tt, 0.5)) *( texture2D(opacitytable, vec2(tt, 0.5)).w);
-}
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;
-
-}
diff --git a/src/declarative/particles/defaultshaders/tabledvertex.shader b/src/declarative/particles/defaultshaders/tabledvertex.shader
index d09abbd040..ef3c35da82 100644
--- a/src/declarative/particles/defaultshaders/tabledvertex.shader
+++ b/src/declarative/particles/defaultshaders/tabledvertex.shader
@@ -5,7 +5,6 @@ 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 qt_Matrix;
uniform highp float timestamp;
@@ -17,12 +16,12 @@ varying lowp vec4 fColor;
void main() {
+ fTex = vTex;
highp float size = vData.z;
highp float endSize = vData.w;
highp float t = (timestamp - vData.x) / vData.y;
- fTex = vTex;
highp float currentSize = mix(size, endSize, t * t);
if (t < 0. || t > 1.)
currentSize = 0.;
diff --git a/src/declarative/particles/defaultshaders/trailsfragment.shader b/src/declarative/particles/defaultshaders/trailsfragment.shader
deleted file mode 100644
index d3db87fa30..0000000000
--- a/src/declarative/particles/defaultshaders/trailsfragment.shader
+++ /dev/null
@@ -1,8 +0,0 @@
-uniform sampler2D texture;
-
-varying highp vec2 fTex;
-varying lowp vec4 fColor;
-
-void main() {
- gl_FragColor = (texture2D(texture, fTex).w) * fColor;
-}
diff --git a/src/declarative/particles/defaultshaders/ultrafragment.shader b/src/declarative/particles/defaultshaders/ultrafragment.shader
deleted file mode 100644
index 0627d0f1e8..0000000000
--- a/src/declarative/particles/defaultshaders/ultrafragment.shader
+++ /dev/null
@@ -1,16 +0,0 @@
-uniform sampler2D texture;
-uniform sampler2D colortable;
-uniform sampler2D opacitytable;
-
-varying highp vec2 fTexA;
-varying highp vec2 fTexB;
-varying lowp float progress;
-varying lowp vec4 fColor;
-varying lowp float tt;
-
-void main() {
- gl_FragColor = mix(texture2D(texture, fTexA), texture2D(texture, fTexB), progress)
- * fColor
- * texture2D(colortable, vec2(tt, 0.5))
- *( texture2D(opacitytable, vec2(tt, 0.5)).w);
-}
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;
-
-}