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