diff options
Diffstat (limited to 'src/particles/shaders_ng/imageparticle.vert')
-rw-r--r-- | src/particles/shaders_ng/imageparticle.vert | 145 |
1 files changed, 145 insertions, 0 deletions
diff --git a/src/particles/shaders_ng/imageparticle.vert b/src/particles/shaders_ng/imageparticle.vert new file mode 100644 index 0000000000..870139452b --- /dev/null +++ b/src/particles/shaders_ng/imageparticle.vert @@ -0,0 +1,145 @@ +#version 440 + +layout(location = 1) in vec4 vData; // x = time, y = lifeSpan, z = size, w = endSize +layout(location = 2) in vec4 vVec; // x,y = constant velocity, z,w = acceleration + +#if defined(DEFORM) +layout(location = 0) in vec4 vPosTex; +#else +layout(location = 0) in vec2 vPos; +#endif + +#if defined(COLOR) +layout(location = 3) in vec4 vColor; +#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 vRotation; // x = radians of rotation, y = rotation velocity, z = bool autoRotate +#endif + +#if defined(SPRITE) +layout(location = 6) in vec3 vAnimData; // w,h(premultiplied of anim), interpolation progress +layout(location = 7) in vec4 vAnimPos; // x,y, x,y (two frames for interpolation) +#endif + +#if defined(TABLE) +layout(location = 0) out vec2 tt; //y is progress if Sprite mode +#endif + +#if defined(SPRITE) +layout(location = 1) out vec4 fTexS; +#elif defined(DEFORM) +layout(location = 1) out vec2 fTex; +#endif + +#if defined(COLOR) +layout(location = 2) out vec4 fColor; +#else +layout(location = 2) out float fFade; +#endif + +layout(std140, binding = 0) uniform buf { + mat4 matrix; + float opacity; + float entry; + float timestamp; + float sizetable[64]; + float opacitytable[64]; +} ubuf; + +out gl_PerVertex { vec4 gl_Position; float gl_PointSize; }; + +void main() +{ + float t = (ubuf.timestamp - vData.x) / vData.y; + if (t < 0. || t > 1.) { +#if defined(DEFORM) + gl_Position = ubuf.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 + float currentSize = mix(vData.z, vData.w, t * t); + float fade = 1.; + float fadeIn = min(t * 10., 1.); + float fadeOut = 1. - clamp((t - 0.75) * 4.,0., 1.); + +#if defined(TABLE) + currentSize = currentSize * ubuf.sizetable[int(floor(t*64.))]; + fade = fade * ubuf.opacitytable[int(floor(t*64.))]; +#endif + + if (ubuf.entry == 1.) + fade = fade * fadeIn * fadeOut; + else if (ubuf.entry == 2.) + currentSize = currentSize * fadeIn * fadeOut; + + if (currentSize <= 0.) { +#if defined(DEFORM) + gl_Position = ubuf.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.; + + vec2 pos; +#if defined(DEFORM) + float rotation = vRotation.x + vRotation.y * t * vData.y; + if (vRotation.z == 1.0) { + vec2 curVel = vVec.zw * t * vData.y + vVec.xy; + if (length(curVel) > 0.) + rotation += atan(curVel.y, curVel.x); + } + vec2 trigCalcs = vec2(cos(rotation), sin(rotation)); + vec4 deform = vDeformVec * currentSize * (vPosTex.zzww - 0.5); + vec4 rotatedDeform = deform.xxzz * trigCalcs.xyxy; + rotatedDeform = rotatedDeform + (deform.yyww * trigCalcs.yxyx * vec4(-1.,1.,-1.,1.)); + /* The readable version: + vec2 xDeform = vDeformVec.xy * currentSize * (vTex.x-0.5); + vec2 yDeform = vDeformVec.zw * currentSize * (vTex.y-0.5); + vec2 xRotatedDeform; + xRotatedDeform.x = trigCalcs.x*xDeform.x - trigCalcs.y*xDeform.y; + xRotatedDeform.y = trigCalcs.y*xDeform.x + trigCalcs.x*xDeform.y; + 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 = ubuf.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 + } + } +} |