#version 440 layout(location = 1) in vec4 vData; // x = time, y = lifeSpan, z = size, w = endSize layout(location = 2) in vec4 vVec; // x,y = constant velocity, z,w = acceleration #if defined(DEFORM) layout(location = 0) in vec4 vPosRot; //x = x, y = y, z = radians of rotation, w = rotation velocity #else layout(location = 0) in vec2 vPos; #endif #if defined(COLOR) layout(location = 3) in vec4 vColor; #endif #if !defined(DEFORM) && !defined(POINT) // Color-level layout(location = 4) in vec2 vTex; // x = tx, y = ty #endif #if defined(DEFORM) layout(location = 4) in vec4 vDeformVec; // x,y x unit vector; z,w = y unit vector layout(location = 5) in vec3 vTex; // x = tx, y = ty, z = bool autoRotate #endif #if defined(SPRITE) layout(location = 6) in vec3 vAnimData; // w,h(premultiplied of anim), interpolation progress layout(location = 7) in vec3 vAnimPos; // x, y, x2 (two frames for interpolation) #endif #if defined(TABLE) layout(location = 0) out vec2 tt; //y is progress if Sprite mode #endif #if defined(SPRITE) layout(location = 1) out vec4 fTexS; #elif !defined(POINT) layout(location = 1) out vec2 fTex; #endif #if defined(COLOR) layout(location = 2) out vec4 fColor; #else layout(location = 2) out float fFade; #endif layout(std140, binding = 0) uniform buf { mat4 matrix; float opacity; float entry; float timestamp; float dpr; float sizetable[64]; float opacitytable[64]; } ubuf; out gl_PerVertex { vec4 gl_Position; float gl_PointSize; }; void main() { float t = (ubuf.timestamp - vData.x) / vData.y; if (t < 0. || t > 1.) { #if defined(DEFORM) gl_Position = ubuf.matrix * vec4(vPosRot.x, vPosRot.y, 0., 1.); #elif defined(POINT) gl_PointSize = 0.; #else gl_Position = ubuf.matrix * vec4(vPos.x, vPos.y, 0., 1.); #endif } else { #if defined(SPRITE) tt.y = vAnimData.z; // Calculate frame location in texture fTexS.xy = vAnimPos.xy + vTex.xy * vAnimData.xy; // Next frame is also passed, for interpolation fTexS.zw = vAnimPos.zy + vTex.xy * vAnimData.xy; #elif !defined(POINT) fTex = vTex.xy; #endif float currentSize = mix(vData.z, vData.w, t * t); float fade = 1.; float fadeIn = min(t * 10., 1.); float fadeOut = 1. - clamp((t - 0.75) * 4.,0., 1.); #if defined(TABLE) currentSize = currentSize * ubuf.sizetable[int(floor(t*64.))]; fade = fade * ubuf.opacitytable[int(floor(t*64.))]; #endif if (ubuf.entry == 1.) fade = fade * fadeIn * fadeOut; else if (ubuf.entry == 2.) currentSize = currentSize * fadeIn * fadeOut; if (currentSize <= 0.) { #if defined(DEFORM) gl_Position = ubuf.matrix * vec4(vPosRot.x, vPosRot.y, 0., 1.); #elif defined(POINT) gl_PointSize = 0.; #else gl_Position = ubuf.matrix * vec4(vPos.x, vPos.y, 0., 1.); #endif } else { if (currentSize < 3.) // Sizes too small look jittery as they move currentSize = 3.; vec2 pos; #if defined(DEFORM) float rotation = vPosRot.z + vPosRot.w * t * vData.y; if (vTex.z > 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 * (vTex.xxyy - 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 = vPosRot.xy + rotatedDeform.xy + rotatedDeform.zw + vVec.xy * t * vData.y // apply velocity + 0.5 * vVec.zw * pow(t * vData.y, 2.); // apply acceleration #elif defined(POINT) pos = vPos.xy + vVec.xy * t * vData.y // apply velocity vector.. + 0.5 * vVec.zw * pow(t * vData.y, 2.); gl_PointSize = currentSize * ubuf.dpr; #else // non point color vec2 deform = currentSize * (vTex.xy - 0.5); pos = vPos.xy + deform.xy + vVec.xy * t * vData.y // apply velocity + 0.5 * vVec.zw * pow(t * vData.y, 2.); // apply acceleration #endif gl_Position = ubuf.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 } } }