diff options
Diffstat (limited to 'src/imports/particles/resources/deformablevertex.shader')
-rw-r--r-- | src/imports/particles/resources/deformablevertex.shader | 57 |
1 files changed, 0 insertions, 57 deletions
diff --git a/src/imports/particles/resources/deformablevertex.shader b/src/imports/particles/resources/deformablevertex.shader deleted file mode 100644 index 01570950b1..0000000000 --- a/src/imports/particles/resources/deformablevertex.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 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 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 + 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 float fadeIn = min(t * 10., 1.); - highp float fadeOut = 1. - max(0., min((t - 0.75) * 4., 1.)); - - fFade = fadeIn * fadeOut * opacity; -} |