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 lowp vec4 vColor; 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 attribute highp vec4 vAnimData;// idx, duration, frameCount (this anim), timestamp (this anim) uniform highp mat4 matrix; uniform highp float timestamp; uniform highp float framecount; //maximum of all anims uniform highp float animcount; uniform sampler2D sizetable; varying lowp float tt; varying highp vec2 fTexA; varying highp vec2 fTexB; varying lowp float progress; varying lowp vec4 fColor; void main() { highp float size = vData.z; highp float endSize = vData.w; highp float t = (timestamp - vData.x) / vData.y; //Calculate frame location in texture highp float frameIndex = mod((((timestamp - vAnimData.w)*1000.)/vAnimData.y),vAnimData.z); progress = mod((timestamp - vAnimData.w)*1000., vAnimData.y) / vAnimData.y; frameIndex = floor(frameIndex); highp vec2 frameTex = vTex; if(vTex.x == 0.) frameTex.x = (frameIndex/framecount); else frameTex.x = 1. * ((frameIndex + 1.)/framecount); if(vTex.y == 0.) frameTex.y = (vAnimData.x/animcount); else frameTex.y = 1. * ((vAnimData.x + 1.)/animcount); fTexA = frameTex; //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); if(vTex.x == 0.) frameTex.x = (frameIndex/framecount); else frameTex.x = 1. * ((frameIndex + 1.)/framecount); if(vTex.y == 0.) frameTex.y = (vAnimData.x/animcount); else frameTex.y = 1. * ((vAnimData.x + 1.)/animcount); fTexB = frameTex; highp float currentSize = mix(size, endSize, t * t) * texture2D(sizetable, vec2(t,0.5)).w; if (t < 0. || t > 1.) currentSize = 0.; highp vec2 pos; 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); fColor = vColor; tt = t; }