#version 150 core in vec2 qt_ParticlePos; in vec2 qt_ParticleTex; in vec4 qt_ParticleData; // x = time, y = lifeSpan, z = size, w = endSize in vec4 qt_ParticleVec; // x,y = constant velocity, z,w = acceleration in float qt_ParticleR; out vec2 qt_TexCoord0; uniform mat4 qt_Matrix; uniform float qt_Timestamp; void defaultMain() { qt_TexCoord0 = qt_ParticleTex; float size = qt_ParticleData.z; float endSize = qt_ParticleData.w; float t = (qt_Timestamp - qt_ParticleData.x) / qt_ParticleData.y; float currentSize = mix(size, endSize, t * t); if (t < 0. || t > 1.) currentSize = 0.; vec2 pos = qt_ParticlePos - currentSize / 2. + currentSize * qt_ParticleTex // adjust size + qt_ParticleVec.xy * t * qt_ParticleData.y // apply velocity vector.. + 0.5 * qt_ParticleVec.zw * pow(t * qt_ParticleData.y, 2.); gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1); }