66 lines
1.6 KiB
GLSL
66 lines
1.6 KiB
GLSL
uniform int flips;
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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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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 = color_lifetime.w;
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vec4 particle_color = vec4(color_lifetime.zyx, 1.0);
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tc = Texcoord;
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#if !defined(sRGB_Framebuffer_Usable) && !defined(Advanced_Lighting_Enabled)
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particle_color.rgb = pow(particle_color.rgb, vec3(1.0 / 2.2));
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#endif
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pc = particle_color;
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vec4 viewpos = vec4(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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vec4 quat = normalize(vec4(vec3(0.0, 1.0, 0.0) * sin_a, cos_a));
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vec3 newquadcorner = vec3(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 = ViewMatrix * vec4(Position + newquadcorner, 1.0);
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}
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else
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{
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viewpos = ViewMatrix * vec4(Position, 1.0);
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viewpos += vec4(size * quadcorner, 0.0, 0.0);
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}
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gl_Position = ProjectionMatrix * viewpos;
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}
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