stk-code_catmod/data/shaders/pointemitter.vert
Deve f679078e75 Port some basic shaders to use #stk_include.
Already working race with disabled advanced lighting :)
2016-06-26 16:39:34 +02:00

81 lines
3.3 KiB
GLSL

uniform int dt;
uniform mat4 previous_frame_sourcematrix;
uniform mat4 sourcematrix;
uniform int level;
uniform float size_increase_factor;
#if __VERSION__ >= 330
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)
{
float updated_lifetime = lifetime + (float(dt)/lifetime_initial);
if (updated_lifetime > 1.)
{
if (gl_VertexID < level)
{
float dt_from_last_frame = fract(updated_lifetime) * lifetime_initial;
float coeff = dt_from_last_frame / float(dt);
vec4 previous_frame_position = previous_frame_sourcematrix * vec4(particle_position_initial, 1.0);
vec4 current_frame_position = sourcematrix * vec4(particle_position_initial, 1.0);
vec4 updated_initialposition = mix(current_frame_position,
previous_frame_position,
coeff);
vec4 updated_initial_velocity = mix(sourcematrix * vec4(particle_velocity_initial, 0.0),
previous_frame_sourcematrix * vec4(particle_velocity_initial, 0.0),
coeff);
//+ (current_frame_position - previous_frame_position) / dt;
//To be accurate, emitter speed should be added.
//But the simple formula ( (current_frame_position - previous_frame_position) / dt ) with a constant speed
//between 2 frames creates visual artifacts when the framerate is low, and a more accurate formula would need
//more complex computations.
new_particle_position = updated_initialposition.xyz + dt_from_last_frame * updated_initial_velocity.xyz;
new_particle_velocity = updated_initial_velocity.xyz;
new_lifetime = fract(updated_lifetime);
new_size = mix(size_initial, size_initial * size_increase_factor, fract(updated_lifetime));
}
else
{
new_lifetime = fract(updated_lifetime);
new_size = 0.0;
}
}
else
{
new_particle_position = particle_position + particle_velocity.xyz * float(dt);
new_particle_velocity = particle_velocity;
new_lifetime = updated_lifetime;
new_size = (size == 0.0) ? 0. : mix(size_initial, size_initial * size_increase_factor, updated_lifetime);
}
gl_Position = vec4(0.);
}