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 vAnimData;// idx, duration, frameCount (this anim), timestamp (this anim) uniform highp mat4 matrix; uniform highp float timestamp; uniform lowp float opacity; uniform highp float framecount; //maximum of all anims uniform highp float animcount; 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; //Applying Size here seems to screw with RockingAffector? highp float currentSize = mix(size, endSize, t * t); if (t < 0. || t > 1.) currentSize = 0.; //If affector is mananging pos, they don't set speed? highp vec2 pos = vPos - currentSize / 2. + currentSize * vTex // adjust size + vVec.xy * t * vData.y // apply speed vector.. + 0.5 * vVec.zw * pow(t * vData.y, 2.); gl_Position = matrix * vec4(pos.x, pos.y, 0, 1); // calculate opacity highp float fadeIn = min(t * 10., 1.); highp float fadeOut = 1. - max(0., min((t - 0.75) * 4., 1.)); lowp vec4 white = vec4(1.); fColor = white * fadeIn * fadeOut * opacity; }