diff options
Diffstat (limited to 'src/declarative/particles/defaultshaders')
-rw-r--r-- | src/declarative/particles/defaultshaders/tabledfragment.shader | 23 | ||||
-rw-r--r-- | src/declarative/particles/defaultshaders/tabledvertex.shader | 57 |
2 files changed, 80 insertions, 0 deletions
diff --git a/src/declarative/particles/defaultshaders/tabledfragment.shader b/src/declarative/particles/defaultshaders/tabledfragment.shader new file mode 100644 index 0000000000..e92d8050eb --- /dev/null +++ b/src/declarative/particles/defaultshaders/tabledfragment.shader @@ -0,0 +1,23 @@ +uniform sampler2D texture; +uniform sampler2D colortable; +uniform sampler2D opacitytable; +uniform sampler2D sizetable; +uniform lowp float qt_Opacity; + +varying highp vec2 fTex; +varying lowp vec4 fColor; +varying lowp float tt; + +void main() { + highp vec2 tex = (((fTex - 0.5) / texture2D(sizetable, vec2(tt, 0.5)).w) + 0.5); + lowp vec4 color; + if(tex.x < 1.0 && tex.x > 0.0 && tex.y < 1.0 && tex.y > 0.0){//No CLAMP_TO_BORDER in ES2, so have to do it ourselves + color = texture2D(texture, tex); + }else{ + color = vec4(0.,0.,0.,0.); + } + gl_FragColor = color + * fColor + * texture2D(colortable, vec2(tt, 0.5)) + * (texture2D(opacitytable, vec2(tt, 0.5)).w * qt_Opacity); +} diff --git a/src/declarative/particles/defaultshaders/tabledvertex.shader b/src/declarative/particles/defaultshaders/tabledvertex.shader new file mode 100644 index 0000000000..d09abbd040 --- /dev/null +++ b/src/declarative/particles/defaultshaders/tabledvertex.shader @@ -0,0 +1,57 @@ +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 qt_Matrix; +uniform highp float timestamp; + +varying lowp float tt; +varying highp vec2 fTex; +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; + + fTex = vTex; + highp float currentSize = mix(size, endSize, t * t); + 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 = qt_Matrix * vec4(pos.x, pos.y, 0, 1); + + fColor = vColor; + tt = t; + +} |