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path: root/src/declarative/particles/defaultshaders/spritevertex.shader
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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
#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 float tt;
#endif
#ifdef SPRITE
varying lowp float progress;
varying highp vec2 fTexA;
varying highp vec2 fTexB;
#elseif DEFORM
varying highp vec2 fTex;
#endif
#ifdef COLOR
varying lowp vec4 fColor;
#endif


void main() {

    highp float t = (timestamp - vData.x) / vData.y;
#ifdef SPRITE
    //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;
#endif

    highp float currentSize = mix(vData.z, vData.w, t * t);

    if (t < 0. || t > 1.)
        currentSize = 0.;

    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 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
          + xRotatedDeform
          + yRotatedDeform
          //- vec2(1,1) * currentSize * 0.5 // 'center'
          + 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.);
#endif
    gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);

#ifdef COLOR
    fColor = vColor;
#endif
#ifdef TABLE
    tt = t;
#endif
}