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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;
}
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