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-rw-r--r--src/particles/shaders_ng/imageparticle.vert145
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
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+++ b/src/particles/shaders_ng/imageparticle.vert
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+#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
+ }
+ }
+}