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-rw-r--r--src/particles/shaders/imageparticle.vert141
1 files changed, 0 insertions, 141 deletions
diff --git a/src/particles/shaders/imageparticle.vert b/src/particles/shaders/imageparticle.vert
deleted file mode 100644
index 4057a9eb4b..0000000000
--- a/src/particles/shaders/imageparticle.vert
+++ /dev/null
@@ -1,141 +0,0 @@
-#version 120
-
-#if defined(DEFORM)
-attribute highp vec4 vPosTex;
-#else
-attribute highp vec2 vPos;
-#endif
-
-attribute highp vec4 vData; // x = time, y = lifeSpan, z = size, w = endSize
-attribute highp vec4 vVec; // x,y = constant velocity, z,w = acceleration
-uniform highp float entry;
-
-#if defined(COLOR)
-attribute highp vec4 vColor;
-#endif
-
-#if defined(DEFORM)
-attribute highp vec4 vDeformVec; // x,y x unit vector; z,w = y unit vector
-attribute highp vec3 vRotation; // x = radians of rotation, y = rotation velocity, z = bool autoRotate
-#endif
-
-#if defined(SPRITE)
-attribute highp vec3 vAnimData; // w,h(premultiplied of anim), interpolation progress
-attribute highp vec4 vAnimPos; // x,y, x,y (two frames for interpolation)
-#endif
-
-uniform highp mat4 qt_Matrix;
-uniform highp float timestamp;
-
-#if defined(TABLE)
-varying lowp vec2 tt;//y is progress if Sprite mode
-uniform highp float sizetable[64];
-uniform highp float opacitytable[64];
-#endif
-
-#if defined(SPRITE)
-varying highp vec4 fTexS;
-#elif defined(DEFORM)
-varying highp vec2 fTex;
-#endif
-
-#if defined(COLOR)
-varying lowp vec4 fColor;
-#else
-varying lowp float fFade;
-#endif
-
-
-void main()
-{
- highp float t = (timestamp - vData.x) / vData.y;
- if (t < 0. || t > 1.) {
-#if defined(DEFORM)
- gl_Position = qt_Matrix * vec4(vPosTex.x, vPosTex.y, 0., 1.);
-#else
- gl_PointSize = 0.;
-#endif
- } else {
-#if defined(SPRITE)
- tt.y = vAnimData.z;
-
- // Calculate frame location in texture
- fTexS.xy = vAnimPos.xy + vPosTex.zw * vAnimData.xy;
-
- // Next frame is also passed, for interpolation
- fTexS.zw = vAnimPos.zw + vPosTex.zw * vAnimData.xy;
-
-#elif defined(DEFORM)
- fTex = vPosTex.zw;
-#endif
- highp float currentSize = mix(vData.z, vData.w, t * t);
- lowp float fade = 1.;
- highp float fadeIn = min(t * 10., 1.);
- highp float fadeOut = 1. - clamp((t - 0.75) * 4.,0., 1.);
-
-#if defined(TABLE)
- currentSize = currentSize * sizetable[int(floor(t*64.))];
- fade = fade * opacitytable[int(floor(t*64.))];
-#endif
-
- if (entry == 1.)
- fade = fade * fadeIn * fadeOut;
- else if (entry == 2.)
- currentSize = currentSize * fadeIn * fadeOut;
-
- if (currentSize <= 0.) {
-#if defined(DEFORM)
- gl_Position = qt_Matrix * vec4(vPosTex.x, vPosTex.y, 0., 1.);
-#else
- gl_PointSize = 0.;
-#endif
- } else {
- if (currentSize < 3.) // Sizes too small look jittery as they move
- currentSize = 3.;
-
- highp vec2 pos;
-#if defined(DEFORM)
- 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;
- if (length(curVel) > 0.)
- rotation += atan(curVel.y, curVel.x);
- }
- highp vec2 trigCalcs = vec2(cos(rotation), sin(rotation));
- highp vec4 deform = vDeformVec * currentSize * (vPosTex.zzww - 0.5);
- highp vec4 rotatedDeform = deform.xxzz * trigCalcs.xyxy;
- rotatedDeform = rotatedDeform + (deform.yyww * trigCalcs.yxyx * vec4(-1.,1.,-1.,1.));
- /* The readable version:
- 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 = vPosTex.xy
- + rotatedDeform.xy
- + rotatedDeform.zw
- + vVec.xy * t * vData.y // apply velocity
- + 0.5 * vVec.zw * pow(t * vData.y, 2.); // apply acceleration
-#else
- pos = vPos
- + vVec.xy * t * vData.y // apply velocity vector..
- + 0.5 * vVec.zw * pow(t * vData.y, 2.);
- gl_PointSize = currentSize;
-#endif
- gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);
-
-#if defined(COLOR)
- fColor = vColor * fade;
-#else
- fFade = fade;
-#endif
-#if defined(TABLE)
- tt.x = t;
-#endif
- }
- }
-}