stk-code_catmod/data/shaders/simple_particle.vert

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uniform int flips;
#ifdef Explicit_Attrib_Location_Usable
layout(location = 0) in vec3 Position;
layout(location = 1) in vec4 mixed_color;
layout(location = 2) in vec2 lifetime_and_size;
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layout(location = 3) in vec2 Texcoord;
layout(location = 4) in vec2 quadcorner;
layout(location = 6) in float anglespeed;
#else
in vec3 Position;
in vec4 mixed_color;
in vec2 lifetime_and_size;
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in vec2 Texcoord;
in vec2 quadcorner;
in float anglespeed;
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#endif
out vec2 tc;
out vec4 pc;
void main(void)
{
if (lifetime_and_size.y == 0.0)
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{
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gl_Position = vec4(0.);
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return;
}
tc = Texcoord;
pc = mixed_color.zyxw * smoothstep(1.0, 0.8, lifetime_and_size.x);
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#if !defined(sRGB_Framebuffer_Usable) && !defined(Advanced_Lighting_Enabled)
pc.rgb = pow(pc.rgb, vec3(1.0 / 2.2));
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#endif
vec4 viewpos = vec4(0.);
if (flips == 1)
{
float angle = lifetime_and_size.x * anglespeed;
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float sin_a = sin(mod(angle / 2.0, 6.283185307179586));
float cos_a = cos(mod(angle / 2.0, 6.283185307179586));
vec4 quat = normalize(vec4(vec3(0.0, 1.0, 0.0) * sin_a, cos_a));
vec3 newquadcorner = lifetime_and_size.y * vec3(quadcorner, 0.);
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newquadcorner = newquadcorner + 2.0 * cross(cross(newquadcorner,
quat.xyz) + quat.w * newquadcorner, quat.xyz);
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viewpos = ViewMatrix * vec4(Position + newquadcorner, 1.0);
}
else
{
viewpos = ViewMatrix * vec4(Position, 1.0);
viewpos += lifetime_and_size.y * vec4(quadcorner, 0., 0.);
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}
gl_Position = ProjectionMatrix * viewpos;
}