diff options
Diffstat (limited to 'src/particles/shaders/imageparticle.vert')
-rw-r--r-- | src/particles/shaders/imageparticle.vert | 141 |
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 - } - } -} |