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attribute highp vec2 vPos;
attribute highp vec4 vData; // x = time, y = lifeSpan, z = size, w = endSize
attribute highp vec4 vVec; // x,y = constant speed, z,w = acceleration
uniform highp float entry;
#ifdef COLOR
attribute lowp vec4 vColor;
#endif
#ifdef DEFORM
attribute highp vec2 vTex;
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
#endif
#ifdef SPRITE
attribute highp vec4 vAnimData;// idx, duration, frameCount (this anim), timestamp (this anim)
uniform highp float framecount; //maximum of all anims
uniform highp float animcount;
#endif
uniform highp mat4 qt_Matrix;
uniform highp float timestamp;
#ifdef TABLE
varying lowp vec2 tt;//y is progress if Sprite mode
uniform highp float sizetable[64];
uniform highp float opacitytable[64];
#endif
#ifdef SPRITE
varying highp vec4 fTexS;
#else
#ifdef DEFORM
varying highp vec2 fTex;
#endif
#endif
#ifdef COLOR
varying lowp vec4 fColor;
#else
varying lowp float fFade;
#endif
void main() {
highp float t = (timestamp - vData.x) / vData.y;
if (t < 0. || t > 1.){
#ifdef DEFORM //Not point sprites
gl_Position = qt_Matrix * vec4(vPos.x, vPos.y, 0., 1.);
#else
gl_PointSize = 0.;
#endif
return;
}
#ifdef SPRITE
//Calculate frame location in texture
highp float frameIndex = mod((((timestamp - vAnimData.w)*1000.)/vAnimData.y),vAnimData.z);
tt.y = mod((timestamp - vAnimData.w)*1000., vAnimData.y) / vAnimData.y;
frameIndex = floor(frameIndex);
fTexS.xy = vec2(((frameIndex + vTex.x) / framecount), ((vAnimData.x + vTex.y) / animcount));
//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);
fTexS.zw = vec2(((frameIndex + vTex.x) / framecount), ((vAnimData.x + vTex.y) / animcount));
#else
#ifdef DEFORM
fTex = vTex;
#endif
#endif
highp float currentSize = mix(vData.z, vData.w, t * t);
lowp float fade = 1.;
highp float fadeIn = min(t * 10., 1.);
highp float fadeOut = 1. - clamp((t - 0.75) * 4.,0., 1.);
#ifdef TABLE
currentSize = currentSize * sizetable[int(floor(t*64.))];
fade = fade * opacitytable[int(floor(t*64.))];
#endif
if (entry == 1.)
fade = fadeIn * fadeOut;
else if(entry == 2.)
currentSize = currentSize * fadeIn * fadeOut;
highp vec2 pos;
#ifdef DEFORM
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 vec4 deform = vDeformVec * currentSize * (vTex.xxyy - 0.5);
highp vec4 rotatedDeform = deform.xxzz * trigCalcs.xyxy;
rotatedDeform = rotatedDeform + (deform.yyww * trigCalcs.yxyx * vec4(-1.,1.,-1.,1.));
/* The readable version:
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
+ rotatedDeform.xy
+ rotatedDeform.zw
+ vVec.xy * t * vData.y // apply speed
+ 0.5 * vVec.zw * pow(t * vData.y, 2.); // apply acceleration
#else
pos = vPos
+ vVec.xy * t * vData.y // apply speed 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);
#ifdef COLOR
fColor = vColor * fade;
#else
fFade = fade;
#endif
#ifdef TABLE
tt.x = t;
#endif
}
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