diff options
Diffstat (limited to 'src/imports/particles/resources/deformablevertex.shader')
-rw-r--r-- | src/imports/particles/resources/deformablevertex.shader | 57 |
1 files changed, 57 insertions, 0 deletions
diff --git a/src/imports/particles/resources/deformablevertex.shader b/src/imports/particles/resources/deformablevertex.shader new file mode 100644 index 0000000000..1ea7f22046 --- /dev/null +++ b/src/imports/particles/resources/deformablevertex.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 highp vec4 vDeformVec; //x,y x unit vector; z,w = y unit vector +attribute highp vec2 vRotation; //x = radians of rotation, y= bool autoRotate + +uniform highp mat4 matrix; +uniform highp float timestamp; +uniform lowp float opacity; + +varying highp vec2 fTex; +varying lowp float fFade; + +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); + + highp vec2 pos; + if (t < 0. || t > 1.){ + currentSize = 0.; + pos = vPos; + }else{ + highp float rotation = vRotation.x; + if(vRotation.y == 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 float fadeIn = min(t * 10., 1.); + highp float fadeOut = 1. - max(0., min((t - 0.75) * 4., 1.)); + + fFade = fadeIn * fadeOut * opacity; +} |