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#version 150 core
#if defined(DEFORM)
in vec4 vPosTex;
#else
in vec2 vPos;
#endif
in vec4 vData; // x = time, y = lifeSpan, z = size, w = endSize
in vec4 vVec; // x,y = constant velocity, z,w = acceleration
uniform float entry;
#if defined(COLOR)
in vec4 vColor;
#endif
#if defined(DEFORM)
in vec4 vDeformVec; // x,y x unit vector; z,w = y unit vector
in vec3 vRotation; // x = radians of rotation, y = rotation velocity, z = bool autoRotate
#endif
#if defined(SPRITE)
in vec3 vAnimData; // w,h(premultiplied of anim), interpolation progress
in vec4 vAnimPos; // x,y, x,y (two frames for interpolation)
#endif
uniform mat4 qt_Matrix;
uniform float timestamp;
#if defined(TABLE)
out vec2 tt;//y is progress if Sprite mode
uniform float sizetable[64];
uniform float opacitytable[64];
#endif
#if defined(SPRITE)
out vec4 fTexS;
#elif defined(DEFORM)
out vec2 fTex;
#endif
#if defined(COLOR)
out vec4 fColor;
#else
out float fFade;
#endif
void main()
{
float t = (timestamp - vData.x) / vData.y;
if (t < 0. || t > 1.) {
#if defined(DEFORM)
gl_Position = qt_Matrix * vec4(vPosTex.x, vPosTex.y, 0., 1.);
#else
gl_PointSize = 0.;
#endif
} else {
#if defined(SPRITE)
tt.y = vAnimData.z;
// Calculate frame location in texture
fTexS.xy = vAnimPos.xy + vPosTex.zw * vAnimData.xy;
// Next frame is also passed, for interpolation
fTexS.zw = vAnimPos.zw + vPosTex.zw * vAnimData.xy;
#elif defined(DEFORM)
fTex = vPosTex.zw;
#endif
float currentSize = mix(vData.z, vData.w, t * t);
#if defined (Q_OS_BLACKBERRY)
float fade = 1.;
#else
float fade = 1.;
#endif
float fadeIn = min(t * 10., 1.);
float fadeOut = 1. - clamp((t - 0.75) * 4.,0., 1.);
#if defined(TABLE)
currentSize = currentSize * sizetable[int(floor(t*64.))];
fade = fade * opacitytable[int(floor(t*64.))];
#endif
if (entry == 1.)
fade = fade * fadeIn * fadeOut;
else if (entry == 2.)
currentSize = currentSize * fadeIn * fadeOut;
if (currentSize <= 0.) {
#if defined(DEFORM)
gl_Position = qt_Matrix * vec4(vPosTex.x, vPosTex.y, 0., 1.);
#else
gl_PointSize = 0.;
#endif
} else {
if (currentSize < 3.) // Sizes too small look jittery as they move
currentSize = 3.;
vec2 pos;
#if defined(DEFORM)
float rotation = vRotation.x + vRotation.y * t * vData.y;
if (vRotation.z == 1.0) {
vec2 curVel = vVec.zw * t * vData.y + vVec.xy;
if (length(curVel) > 0.)
rotation += atan(curVel.y, curVel.x);
}
vec2 trigCalcs = vec2(cos(rotation), sin(rotation));
vec4 deform = vDeformVec * currentSize * (vPosTex.zzww - 0.5);
vec4 rotatedDeform = deform.xxzz * trigCalcs.xyxy;
rotatedDeform = rotatedDeform + (deform.yyww * trigCalcs.yxyx * vec4(-1.,1.,-1.,1.));
/* The readable version:
vec2 xDeform = vDeformVec.xy * currentSize * (vTex.x-0.5);
vec2 yDeform = vDeformVec.zw * currentSize * (vTex.y-0.5);
vec2 xRotatedDeform;
xRotatedDeform.x = trigCalcs.x*xDeform.x - trigCalcs.y*xDeform.y;
xRotatedDeform.y = trigCalcs.y*xDeform.x + trigCalcs.x*xDeform.y;
vec2 yRotatedDeform;
yRotatedDeform.x = trigCalcs.x*yDeform.x - trigCalcs.y*yDeform.y;
yRotatedDeform.y = trigCalcs.y*yDeform.x + trigCalcs.x*yDeform.y;
*/
pos = vPosTex.xy
+ rotatedDeform.xy
+ rotatedDeform.zw
+ vVec.xy * t * vData.y // apply velocity
+ 0.5 * vVec.zw * pow(t * vData.y, 2.); // apply acceleration
#else
pos = vPos
+ vVec.xy * t * vData.y // apply velocity vector..
+ 0.5 * vVec.zw * pow(t * vData.y, 2.);
gl_PointSize = currentSize;
#endif
gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);
#if defined(COLOR)
fColor = vColor * fade;
#else
fFade = fade;
#endif
#if defined(TABLE)
tt.x = t;
#endif
}
}
}
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