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-rw-r--r--src/imports/particles/resources/spriteimagevertex.shader52
1 files changed, 0 insertions, 52 deletions
diff --git a/src/imports/particles/resources/spriteimagevertex.shader b/src/imports/particles/resources/spriteimagevertex.shader
deleted file mode 100644
index 27de2ada6a..0000000000
--- a/src/imports/particles/resources/spriteimagevertex.shader
+++ /dev/null
@@ -1,52 +0,0 @@
-attribute highp vec2 vTex;
-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 float framecount; //maximum of all anims
-uniform highp float animcount;
-uniform highp float width;
-uniform highp float height;
-
-varying highp vec2 fTexA;
-varying highp vec2 fTexB;
-varying lowp float progress;
-
-
-void main() {
- //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;
- 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
- 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;
-
-
- gl_Position = matrix * vec4(width * vTex.x, height * vTex.y, 0, 1);
-}