stk-code_catmod/data/shaders/flipparticle.vert
Deve 28d85d7ba3 Use explicit attrib location when the extension is available.
It allows to enable it easily in GLES renderer. And we check if this extension is available anyway because it's needed for shadows, so we can use it for other shaders too.
2017-02-01 21:58:10 +01:00

73 lines
1.8 KiB
GLSL

#ifdef Explicit_Attrib_Location_Usable
layout(location=0) in vec3 Position;
layout(location = 1) in float lifetime;
layout(location = 2) in float size;
layout(location = 3) in vec2 Texcoord;
layout(location = 4) in vec2 quadcorner;
layout(location = 5) in vec3 rotationvec;
layout(location = 6) in float anglespeed;
#else
in vec3 Position;
in float lifetime;
in float size;
in vec2 Texcoord;
in vec2 quadcorner;
in vec3 rotationvec;
float anglespeed;
#endif
out float lf;
out vec2 tc;
out vec3 pc;
void main(void)
{
tc = Texcoord;
lf = lifetime;
vec3 newposition = Position;
// from http://jeux.developpez.com/faq/math
float angle = lf * anglespeed;
float sin_a = sin(angle / 2.);
float cos_a = cos(angle / 2.);
vec4 quaternion = normalize(vec4(rotationvec * sin_a, cos_a));
float xx = quaternion.x * quaternion.x;
float xy = quaternion.x * quaternion.y;
float xz = quaternion.x * quaternion.z;
float xw = quaternion.x * quaternion.w;
float yy = quaternion.y * quaternion.y;
float yz = quaternion.y * quaternion.z;
float yw = quaternion.y * quaternion.w;
float zz = quaternion.z * quaternion.z;
float zw = quaternion.z * quaternion.w;
vec4 col1 = vec4(
1. - 2. * ( yy + zz ),
2. * ( xy + zw ),
2. * ( xz - yw ),
0.);
vec4 col2 = vec4(
2. * ( xy - zw ),
1. - 2. * ( xx + zz ),
2. * ( yz + xw ),
0.);
vec4 col3 = vec4(
2. * ( xz + yw ),
2. * ( yz - xw ),
1. - 2. * ( xx + yy ),
0.);
vec4 col4 = vec4(0., 0., 0., 1.);
mat4 rotationMatrix = mat4(col1, col2, col3, col4);
vec3 newquadcorner = size * vec3(quadcorner, 0.);
newquadcorner = (rotationMatrix * vec4(newquadcorner, 0.)).xyz;
vec4 viewpos = ViewMatrix * vec4(newposition + newquadcorner, 1.0);
gl_Position = ProjectionMatrix * viewpos;
pc = vec3(1.);
}