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-rw-r--r--src/imports/particles/resources/simplevertex.shader36
1 files changed, 36 insertions, 0 deletions
diff --git a/src/imports/particles/resources/simplevertex.shader b/src/imports/particles/resources/simplevertex.shader
new file mode 100644
index 0000000000..f185ef0700
--- /dev/null
+++ b/src/imports/particles/resources/simplevertex.shader
@@ -0,0 +1,36 @@
+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
+
+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);
+
+ 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);
+
+ highp float fadeIn = min(t * 10., 1.);
+ highp float fadeOut = 1. - max(0., min((t - 0.75) * 4., 1.));
+
+ fFade = fadeIn * fadeOut * opacity;
+}