diff options
Diffstat (limited to 'src/particles/shaders_ng/imageparticle.vert')
-rw-r--r-- | src/particles/shaders_ng/imageparticle.vert | 27 |
1 files changed, 21 insertions, 6 deletions
diff --git a/src/particles/shaders_ng/imageparticle.vert b/src/particles/shaders_ng/imageparticle.vert index 124071e48e..420b2e2210 100644 --- a/src/particles/shaders_ng/imageparticle.vert +++ b/src/particles/shaders_ng/imageparticle.vert @@ -13,6 +13,10 @@ layout(location = 0) in vec2 vPos; layout(location = 3) in vec4 vColor; #endif +#if !defined(DEFORM) && !defined(POINT) // Color-level +layout(location = 4) in vec2 vTex; // x = tx, y = ty +#endif + #if defined(DEFORM) layout(location = 4) in vec4 vDeformVec; // x,y x unit vector; z,w = y unit vector layout(location = 5) in vec3 vTex; // x = tx, y = ty, z = bool autoRotate @@ -29,7 +33,7 @@ layout(location = 0) out vec2 tt; //y is progress if Sprite mode #if defined(SPRITE) layout(location = 1) out vec4 fTexS; -#elif defined(DEFORM) +#elif !defined(POINT) layout(location = 1) out vec2 fTex; #endif @@ -56,8 +60,10 @@ void main() if (t < 0. || t > 1.) { #if defined(DEFORM) gl_Position = ubuf.matrix * vec4(vPosRot.x, vPosRot.y, 0., 1.); -#else +#elif defined(POINT) gl_PointSize = 0.; +#else + gl_Position = ubuf.matrix * vec4(vPos.x, vPos.y, 0., 1.); #endif } else { #if defined(SPRITE) @@ -69,7 +75,7 @@ void main() // Next frame is also passed, for interpolation fTexS.zw = vAnimPos.zy + vTex.xy * vAnimData.xy; -#elif defined(DEFORM) +#elif !defined(POINT) fTex = vTex.xy; #endif float currentSize = mix(vData.z, vData.w, t * t); @@ -90,9 +96,12 @@ void main() if (currentSize <= 0.) { #if defined(DEFORM) gl_Position = ubuf.matrix * vec4(vPosRot.x, vPosRot.y, 0., 1.); -#else +#elif defined(POINT) gl_PointSize = 0.; +#else + gl_Position = ubuf.matrix * vec4(vPos.x, vPos.y, 0., 1.); #endif + } else { if (currentSize < 3.) // Sizes too small look jittery as they move currentSize = 3.; @@ -124,11 +133,17 @@ void main() + rotatedDeform.zw + vVec.xy * t * vData.y // apply velocity + 0.5 * vVec.zw * pow(t * vData.y, 2.); // apply acceleration -#else - pos = vPos +#elif defined(POINT) + pos = vPos.xy + vVec.xy * t * vData.y // apply velocity vector.. + 0.5 * vVec.zw * pow(t * vData.y, 2.); gl_PointSize = currentSize; +#else // non point color + vec2 deform = currentSize * (vTex.xy - 0.5); + pos = vPos.xy + + deform.xy + + vVec.xy * t * vData.y // apply velocity + + 0.5 * vVec.zw * pow(t * vData.y, 2.); // apply acceleration #endif gl_Position = ubuf.matrix * vec4(pos.x, pos.y, 0, 1); |