attribute highp vec2 vPos; attribute highp vec4 vData; // x = time, y = lifeSpan, z = size, w = endSize attribute highp vec4 vVec; // x,y = constant speed, z,w = acceleration uniform highp float entry; #ifdef COLOR attribute lowp vec4 vColor; #endif #ifdef DEFORM attribute highp vec2 vTex; 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 #endif #ifdef SPRITE attribute highp vec4 vAnimData;// idx, duration, frameCount (this anim), timestamp (this anim) uniform highp float framecount; //maximum of all anims uniform highp float animcount; #endif uniform highp mat4 qt_Matrix; uniform highp float timestamp; #ifdef TABLE varying lowp vec2 tt;//y is progress if Sprite mode #endif #ifdef SPRITE varying highp vec4 fTexS; #else #ifdef DEFORM varying highp vec2 fTex; #endif #endif #ifdef 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.){ #ifdef DEFORM //Not point sprites gl_Position = qt_Matrix * vec4(vPos.x, vPos.y, 0., 1.); #else gl_PointSize = 0.; #endif return; } #ifdef SPRITE //Calculate frame location in texture highp float frameIndex = mod((((timestamp - vAnimData.w)*1000.)/vAnimData.y),vAnimData.z); tt.y = mod((timestamp - vAnimData.w)*1000., vAnimData.y) / vAnimData.y; frameIndex = floor(frameIndex); fTexS.xy = vec2(((frameIndex + vTex.x) / framecount), ((vAnimData.x + vTex.y) / animcount)); //Next frame is also passed, for interpolation //### Should the next anim be precalculated to allow for interpolation there? if(frameIndex != vAnimData.z - 1.)//Can't do it for the last frame though, this anim may not loop frameIndex = mod(frameIndex+1., vAnimData.z); fTexS.zw = vec2(((frameIndex + vTex.x) / framecount), ((vAnimData.x + vTex.y) / animcount)); #else #ifdef DEFORM fTex = vTex; #endif #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 (entry == 1.) fade = fadeIn * fadeOut; else if(entry == 2.) currentSize = currentSize * fadeIn * fadeOut; highp vec2 pos; #ifdef 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; rotation += atan(curVel.y, curVel.x); } highp vec2 trigCalcs = vec2(cos(rotation), sin(rotation)); highp vec4 deform = vDeformVec * currentSize * (vTex.xxyy - 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 = vPos + rotatedDeform.xy + rotatedDeform.zw + vVec.xy * t * vData.y // apply speed + 0.5 * vVec.zw * pow(t * vData.y, 2.); // apply acceleration #else pos = vPos + vVec.xy * t * vData.y // apply speed 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); #ifdef COLOR fColor = vColor * fade; #else fFade = fade; #endif #ifdef TABLE tt.x = t; #endif }