stk-code_catmod/data/shaders/pointemitter.vert

63 lines
2.1 KiB
GLSL
Raw Normal View History

uniform int dt;
uniform mat4 sourcematrix;
uniform int level;
uniform float size_increase_factor;
2014-09-09 19:42:51 -04:00
#if __VERSION__ >= 330
layout (location = 4) in vec3 particle_position_initial;
layout (location = 5) in float lifetime_initial;
layout (location = 6) in vec3 particle_velocity_initial;
layout (location = 7) in float size_initial;
layout (location = 0) in vec3 particle_position;
layout (location = 1) in float lifetime;
layout (location = 2) in vec3 particle_velocity;
layout (location = 3) in float size;
2014-09-09 19:42:51 -04:00
#else
in vec3 particle_position_initial;
in float lifetime_initial;
in vec3 particle_velocity_initial;
in float size_initial;
in vec3 particle_position;
in float lifetime;
in vec3 particle_velocity;
in float size;
#endif
out vec3 new_particle_position;
out float new_lifetime;
out vec3 new_particle_velocity;
out float new_size;
void main(void)
{
float updated_lifetime = lifetime + (float(dt)/lifetime_initial);
if (updated_lifetime > 1.)
{
2014-09-30 19:19:49 -04:00
if (gl_VertexID < level)
{
float dt_from_last_frame = fract(updated_lifetime) * lifetime_initial;
vec4 updated_initialposition = sourcematrix * vec4(particle_position_initial, 1.0);
vec4 updated_initial_velocity = sourcematrix * vec4(particle_position_initial + particle_velocity_initial, 1.0) - updated_initialposition;
new_particle_position = updated_initialposition.xyz + updated_initial_velocity.xyz * float(dt_from_last_frame);
new_particle_velocity = updated_initial_velocity.xyz;
new_lifetime = fract(updated_lifetime);
new_size = mix(size_initial, size_initial * size_increase_factor, fract(updated_lifetime));
}
else
{
new_lifetime = fract(updated_lifetime);
new_size = 0;
}
}
else
{
new_particle_position = particle_position + particle_velocity.xyz * float(dt);
new_particle_velocity = particle_velocity;
new_lifetime = updated_lifetime;
new_size = (size == 0) ? 0. : mix(size_initial, size_initial * size_increase_factor, updated_lifetime);
}
gl_Position = vec4(0.);
}