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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;
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
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;
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
gl_Position = matrix * vec4(pos.x, pos.y, 0, 1);
fColor = vColor;
tt = t;
}
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