stk-code_catmod/data/shaders/simple_particle.vert

80 lines
1.9 KiB
GLSL
Raw Normal View History

2017-10-13 12:19:59 -04:00
uniform int flips;
uniform int sky;
uniform vec3 view_position;
2017-10-15 07:14:07 -04:00
uniform float billboard;
2017-10-13 12:19:59 -04:00
#ifdef Explicit_Attrib_Location_Usable
layout(location = 0) in vec3 Position;
layout(location = 1) in vec4 color_lifetime;
layout(location = 2) in vec2 size;
2017-10-13 12:19:59 -04:00
layout(location = 3) in vec2 Texcoord;
layout(location = 4) in vec2 quadcorner;
layout(location = 6) in float anglespeed;
#else
in vec3 Position;
in vec4 color_lifetime;
in vec2 size;
2017-10-13 12:19:59 -04:00
in vec2 Texcoord;
in vec2 quadcorner;
in float anglespeed;
2017-10-13 12:19:59 -04:00
#endif
out vec2 tc;
out vec4 pc;
vec4 getQuat(float half_sin, float half_cos)
{
return normalize(vec4(vec3(0.0, 1.0, 0.0) * half_sin, half_cos));
}
2017-10-13 12:19:59 -04:00
void main(void)
{
if (size.x == 0.0 && size.y == 0.0)
2017-10-13 12:19:59 -04:00
{
2017-10-13 21:47:13 -04:00
gl_Position = vec4(0.);
pc = vec4(0.0);
tc = vec2(0.0);
2017-10-13 12:19:59 -04:00
return;
}
float lifetime = size.y;
vec2 particle_size = mix(size.xx, size, billboard);
2017-10-13 12:19:59 -04:00
tc = Texcoord;
pc = color_lifetime.zyxw;
2017-10-13 12:19:59 -04:00
vec4 viewpos = vec4(0.);
if (flips == 1 || sky == 1)
2017-10-13 12:19:59 -04:00
{
vec4 quat = vec4(0.0);
if (flips == 1)
{
float angle = lifetime * anglespeed;
float sin_a = sin(mod(angle / 2.0, 6.283185307179586));
float cos_a = cos(mod(angle / 2.0, 6.283185307179586));
quat = getQuat(sin_a, cos_a);
}
else
{
vec3 diff = Position - view_position;
float angle = atan(diff.x, diff.z);
quat = getQuat(sin(angle / -2.0), cos(angle / -2.0));
}
vec3 newquadcorner = vec3(particle_size * quadcorner, 0.0);
2017-10-13 21:47:13 -04:00
newquadcorner = newquadcorner + 2.0 * cross(cross(newquadcorner,
quat.xyz) + quat.w * newquadcorner, quat.xyz);
viewpos = u_view_matrix * vec4(Position + newquadcorner, 1.0);
2017-10-13 12:19:59 -04:00
}
else
{
viewpos = u_view_matrix * vec4(Position, 1.0);
viewpos += vec4(particle_size * quadcorner, 0.0, 0.0);
2017-10-13 12:19:59 -04:00
}
gl_Position = u_projection_matrix * viewpos;
2017-10-13 12:19:59 -04:00
}