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#version 120
attribute highp vec2 qt_ParticlePos;
attribute highp vec2 qt_ParticleTex;
attribute highp vec4 qt_ParticleData; // x = time, y = lifeSpan, z = size, w = endSize
attribute highp vec4 qt_ParticleVec; // x,y = constant velocity, z,w = acceleration
attribute highp float qt_ParticleR;
uniform highp mat4 qt_Matrix;
uniform highp float qt_Timestamp;
varying highp vec2 qt_TexCoord0;
void defaultMain()
{
qt_TexCoord0 = qt_ParticleTex;
highp float size = qt_ParticleData.z;
highp float endSize = qt_ParticleData.w;
highp float t = (qt_Timestamp - qt_ParticleData.x) / qt_ParticleData.y;
highp float currentSize = mix(size, endSize, t * t);
if (t < 0. || t > 1.)
currentSize = 0.;
highp vec2 pos = qt_ParticlePos
- currentSize / 2. + currentSize * qt_ParticleTex // adjust size
+ qt_ParticleVec.xy * t * qt_ParticleData.y // apply velocity vector..
+ 0.5 * qt_ParticleVec.zw * pow(t * qt_ParticleData.y, 2.);
gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);
}
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