diff options
Diffstat (limited to 'src/imports/particles/resources/spritevertex.shader')
-rw-r--r-- | src/imports/particles/resources/spritevertex.shader | 77 |
1 files changed, 77 insertions, 0 deletions
diff --git a/src/imports/particles/resources/spritevertex.shader b/src/imports/particles/resources/spritevertex.shader new file mode 100644 index 0000000000..78b8e36b3b --- /dev/null +++ b/src/imports/particles/resources/spritevertex.shader @@ -0,0 +1,77 @@ +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 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; + +varying highp vec2 fTexA; +varying highp vec2 fTexB; +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; + + //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 = vTex; + 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 + //### Should the next anim be precalculated to allow for interpolation there? + 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; + + //Applying Size here seems to screw with RockingAffector? + highp float currentSize = mix(size, endSize, t * t); + + if (t < 0. || t > 1.) + currentSize = 0.; + + //If affector is mananging pos, they don't set speed? + 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); + + // calculate opacity + highp float fadeIn = min(t * 10., 1.); + highp float fadeOut = 1. - max(0., min((t - 0.75) * 4., 1.)); + + lowp vec4 white = vec4(1.); + fColor = white * fadeIn * fadeOut * opacity; +} |