uniform int dt; uniform mat4 sourcematrix; uniform int level; uniform float size_increase_factor; uniform float track_x; uniform float track_z; uniform float track_x_len; uniform float track_z_len; uniform samplerBuffer heightmap; #ifdef Explicit_Attrib_Location_Usable 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; #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) { bool reset = false; float i_as_float = clamp(256. * (particle_position.x - track_x) / track_x_len, 0., 255.); float j_as_float = clamp(256. * (particle_position.z - track_z) / track_z_len, 0., 255.); int i = int(i_as_float); int j = int(j_as_float); float h = particle_position.y - texelFetch(heightmap, i * 256 + j).r; reset = h < 0.; vec4 initialposition = sourcematrix * vec4(particle_position_initial, 1.0); vec4 adjusted_initial_velocity = sourcematrix * vec4(particle_position_initial + particle_velocity_initial, 1.0) - initialposition; float adjusted_lifetime = lifetime + (float(dt)/lifetime_initial); reset = reset || (adjusted_lifetime > 1.) && (gl_VertexID <= level); reset = reset || (lifetime < 0.); new_particle_position = !reset ? particle_position + particle_velocity.xyz * float(dt) : initialposition.xyz; new_lifetime = !reset ? adjusted_lifetime : 0.; new_particle_velocity = !reset ? particle_velocity : adjusted_initial_velocity.xyz; new_size = !reset ? mix(size_initial, size_initial * size_increase_factor, adjusted_lifetime) : size_initial; gl_Position = vec4(0.); }