#version 150 core #if defined(DEFORM) in vec4 vPosTex; #else in vec2 vPos; #endif in vec4 vData; // x = time, y = lifeSpan, z = size, w = endSize in vec4 vVec; // x,y = constant velocity, z,w = acceleration uniform float entry; #if defined(COLOR) in vec4 vColor; #endif #if defined(DEFORM) in vec4 vDeformVec; // x,y x unit vector; z,w = y unit vector in vec3 vRotation; // x = radians of rotation, y = rotation velocity, z = bool autoRotate #endif #if defined(SPRITE) in vec3 vAnimData; // w,h(premultiplied of anim), interpolation progress in vec4 vAnimPos; // x,y, x,y (two frames for interpolation) #endif uniform mat4 qt_Matrix; uniform float timestamp; #if defined(TABLE) out vec2 tt;//y is progress if Sprite mode uniform float sizetable[64]; uniform float opacitytable[64]; #endif #if defined(SPRITE) out vec4 fTexS; #elif defined(DEFORM) out vec2 fTex; #endif #if defined(COLOR) out vec4 fColor; #else out float fFade; #endif void main() { float t = (timestamp - vData.x) / vData.y; if (t < 0. || t > 1.) { #if defined(DEFORM) gl_Position = qt_Matrix * vec4(vPosTex.x, vPosTex.y, 0., 1.); #else gl_PointSize = 0.; #endif } else { #if defined(SPRITE) tt.y = vAnimData.z; // Calculate frame location in texture fTexS.xy = vAnimPos.xy + vPosTex.zw * vAnimData.xy; // Next frame is also passed, for interpolation fTexS.zw = vAnimPos.zw + vPosTex.zw * vAnimData.xy; #elif defined(DEFORM) fTex = vPosTex.zw; #endif float currentSize = mix(vData.z, vData.w, t * t); #if defined (Q_OS_BLACKBERRY) float fade = 1.; #else float fade = 1.; #endif float fadeIn = min(t * 10., 1.); float fadeOut = 1. - clamp((t - 0.75) * 4.,0., 1.); #if defined(TABLE) currentSize = currentSize * sizetable[int(floor(t*64.))]; fade = fade * opacitytable[int(floor(t*64.))]; #endif if (entry == 1.) fade = fade * fadeIn * fadeOut; else if (entry == 2.) currentSize = currentSize * fadeIn * fadeOut; if (currentSize <= 0.) { #if defined(DEFORM) gl_Position = qt_Matrix * vec4(vPosTex.x, vPosTex.y, 0., 1.); #else gl_PointSize = 0.; #endif } else { if (currentSize < 3.) // Sizes too small look jittery as they move currentSize = 3.; vec2 pos; #if defined(DEFORM) float rotation = vRotation.x + vRotation.y * t * vData.y; if (vRotation.z == 1.0) { vec2 curVel = vVec.zw * t * vData.y + vVec.xy; if (length(curVel) > 0.) rotation += atan(curVel.y, curVel.x); } vec2 trigCalcs = vec2(cos(rotation), sin(rotation)); vec4 deform = vDeformVec * currentSize * (vPosTex.zzww - 0.5); vec4 rotatedDeform = deform.xxzz * trigCalcs.xyxy; rotatedDeform = rotatedDeform + (deform.yyww * trigCalcs.yxyx * vec4(-1.,1.,-1.,1.)); /* The readable version: vec2 xDeform = vDeformVec.xy * currentSize * (vTex.x-0.5); vec2 yDeform = vDeformVec.zw * currentSize * (vTex.y-0.5); vec2 xRotatedDeform; xRotatedDeform.x = trigCalcs.x*xDeform.x - trigCalcs.y*xDeform.y; xRotatedDeform.y = trigCalcs.y*xDeform.x + trigCalcs.x*xDeform.y; vec2 yRotatedDeform; yRotatedDeform.x = trigCalcs.x*yDeform.x - trigCalcs.y*yDeform.y; yRotatedDeform.y = trigCalcs.y*yDeform.x + trigCalcs.x*yDeform.y; */ pos = vPosTex.xy + rotatedDeform.xy + rotatedDeform.zw + vVec.xy * t * vData.y // apply velocity + 0.5 * vVec.zw * pow(t * vData.y, 2.); // apply acceleration #else pos = vPos + vVec.xy * t * vData.y // apply velocity 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); #if defined(COLOR) fColor = vColor * fade; #else fFade = fade; #endif #if defined(TABLE) tt.x = t; #endif } } }