2013-12-29 13:23:36 -05:00
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uniform int dt;
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2013-12-30 08:57:55 -05:00
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uniform mat4 sourcematrix;
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2014-01-06 13:05:21 -05:00
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uniform int level;
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2014-01-06 17:58:04 -05:00
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uniform float size_increase_factor;
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2013-12-29 13:23:36 -05:00
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2013-12-31 12:25:10 -05:00
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in vec3 particle_position_initial;
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in float lifetime_initial;
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2013-12-31 20:11:44 -05:00
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in vec3 particle_velocity_initial;
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in float size_initial;
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2013-12-31 12:25:10 -05:00
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2013-12-29 13:23:36 -05:00
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in vec3 particle_position;
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in float lifetime;
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2013-12-31 20:11:44 -05:00
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in vec3 particle_velocity;
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in float size;
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2013-12-29 13:23:36 -05:00
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out vec3 new_particle_position;
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out float new_lifetime;
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2013-12-31 20:11:44 -05:00
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out vec3 new_particle_velocity;
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out float new_size;
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2013-12-29 13:23:36 -05:00
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void main(void)
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{
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2014-01-12 13:40:04 -05:00
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float updated_lifetime = lifetime + (float(dt)/lifetime_initial);
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2014-01-12 14:49:23 -05:00
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if (updated_lifetime > 1.)
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2014-01-12 13:40:04 -05:00
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{
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2014-01-12 14:49:23 -05:00
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if (gl_VertexID <= level)
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{
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float dt_from_last_frame = fract(updated_lifetime) * lifetime_initial;
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vec4 updated_initialposition = sourcematrix * vec4(particle_position_initial, 1.0);
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vec4 updated_initial_velocity = sourcematrix * vec4(particle_position_initial + particle_velocity_initial, 1.0) - updated_initialposition;
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new_particle_position = updated_initialposition.xyz + updated_initial_velocity.xyz * float(dt_from_last_frame);
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new_particle_velocity = updated_initial_velocity.xyz;
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new_lifetime = fract(updated_lifetime);
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new_size = mix(size_initial, size_initial * size_increase_factor, fract(updated_lifetime));
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}
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else
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{
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new_lifetime = fract(updated_lifetime);
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new_size = 0;
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}
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2014-01-12 13:40:04 -05:00
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}
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else
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{
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new_particle_position = particle_position + particle_velocity.xyz * float(dt);
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new_particle_velocity = particle_velocity;
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new_lifetime = updated_lifetime;
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2014-01-13 11:05:26 -05:00
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new_size = (size == 0) ? 0. : mix(size_initial, size_initial * size_increase_factor, updated_lifetime);
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2014-01-12 13:40:04 -05:00
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}
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2013-12-29 13:23:36 -05:00
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gl_Position = vec4(0.);
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}
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