2014-01-01 01:11:44 +00:00
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uniform mat4 ProjectionMatrix;
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uniform mat4 ViewMatrix;
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2014-03-15 13:35:51 -04:00
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uniform vec3 color_from;
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uniform vec3 color_to;
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2013-12-31 17:25:10 +00:00
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2013-12-31 20:39:00 +00:00
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in vec2 quadcorner;
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in vec2 texcoord;
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2013-12-29 19:24:19 +00:00
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in vec3 position;
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2013-12-31 17:25:10 +00:00
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in float lifetime;
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2014-01-01 01:11:44 +00:00
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in float size;
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2013-12-31 17:25:10 +00:00
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out float lf;
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2013-12-31 20:39:00 +00:00
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out vec2 tc;
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2014-03-15 13:35:51 -04:00
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out vec3 pc;
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2013-12-29 18:23:36 +00:00
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void main(void)
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{
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2013-12-31 20:39:00 +00:00
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tc = texcoord;
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2013-12-31 17:25:10 +00:00
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lf = lifetime;
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2014-03-15 13:35:51 -04:00
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pc = color_from + (color_to - color_from) * lifetime;
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2014-01-07 21:06:06 +00:00
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vec3 newposition = position;
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2014-01-08 18:34:57 +00:00
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2014-01-10 17:26:57 +00:00
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vec4 viewpos = ViewMatrix * vec4(newposition, 1.0);
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viewpos += size * vec4(quadcorner, 0., 0.);
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gl_Position = ProjectionMatrix * viewpos;
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2013-12-29 18:23:36 +00:00
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}
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