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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 lowp vec4 vColor;
uniform highp mat4 matrix;
uniform highp float timestamp;
uniform sampler2D sizetable;
uniform sampler2D opacitytable;
varying highp vec2 fTex;
varying lowp vec4 fColor;
varying lowp float tt;
void main() {
fTex = vTex;
highp float size = vData.z;
highp float endSize = vData.w;
highp float t = (timestamp - vData.x) / vData.y;
highp float currentSize = mix(size, endSize, t * t) * texture2D(sizetable, vec2(t,0.5)).w;
if (t < 0. || t > 1.)
currentSize = 0.;
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);
fColor = vColor;
tt = t;
}
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