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-rw-r--r--src/imports/particles/resources/spritevertex.shader77
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;
+}