attribute highp vec2 vPos; attribute highp vec2 vTex; attribute highp vec4 vData; // x = time, y = lifeSpan, z = size, w = endSize attribute highp vec4 vVec; // x,y = constant speed, z,w = acceleration attribute highp vec4 vDeformVec; //x,y x unit vector; z,w = y unit vector attribute highp vec3 vRotation; //x = radians of rotation, y=rotation speed, z= bool autoRotate uniform highp mat4 matrix; uniform highp float timestamp; uniform lowp float opacity; varying highp vec2 fTex; varying lowp float fFade; void main() { fTex = vTex; highp float size = vData.z; highp float endSize = vData.w; highp float t = (timestamp - vData.x) / vData.y; highp float currentSize = mix(size, endSize, t * t); highp vec2 pos; if (t < 0. || t > 1.){ currentSize = 0.; pos = vPos; }else{ 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; rotation += atan(curVel.y, curVel.x); } highp vec2 trigCalcs = vec2(cos(rotation), sin(rotation)); 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 = vPos + xRotatedDeform + yRotatedDeform //- vec2(1,1) * currentSize * 0.5 // 'center' + vVec.xy * t * vData.y // apply speed + 0.5 * vVec.zw * pow(t * vData.y, 2.); // apply acceleration } gl_Position = matrix * vec4(pos.x, pos.y, 0, 1); highp float fadeIn = min(t * 10., 1.); highp float fadeOut = 1. - max(0., min((t - 0.75) * 4., 1.)); fFade = fadeIn * fadeOut * opacity; }