<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // particle vertex shader // // Copyright 2015 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // <@include gpu/Transform.slh@> <$declareStandardTransform()$> struct ParticleUniforms { struct { float start; float middle; float finish; float spread; } radius; struct { vec4 start; vec4 middle; vec4 finish; vec4 spread; } color; float lifespan; }; uniform particleBuffer { ParticleUniforms particle; }; in vec3 inPosition; in vec2 inColor; // This is actual Lifetime + Seed out vec4 varColor; out vec2 varTexcoord; float bezierInterpolate(float y1, float y2, float y3, float u) { // https://en.wikipedia.org/wiki/Bezier_curve return (1.0 - u) * (1.0 - u) * y1 + 2.0 * (1.0 - u) * u * y2 + u * u * y3; } float interpolate3Floats(float y1, float y2, float y3, float u) { if ((u <= 0.5 && y1 == y2) || (u >= 0.5 && y2 == y3)) { // Flat line. return y2; } if ((y2 >= y1 && y2 >= y3) || (y2 <= y1 && y2 <= y3)) { // U or inverted-U shape. // Make the slope at y2 = 0, which means that the control points half way between the value points have the value y2. if (u <= 0.5) { return bezierInterpolate(y1, y2, y2, 2.0 * u); } else { return bezierInterpolate(y2, y2, y3, 2.0 * u - 1.0); } } else { // L or inverted and/or mirrored L shape. // Make the slope at y2 be the slope between y1 and y3, up to a maximum of double the minimum of the slopes between y1 // and y2, and y2 and y3. Use this slope to calculate the control points half way between the value points. // Note: The maximum ensures that the control points and therefore the interpolated values stay between y1 and y3. float slope = y3 - y1; float slope12 = y2 - y1; float slope23 = y3 - y2; if (abs(slope) > abs(2.0 * slope12)) { slope = 2.0 * slope12; } else if (abs(slope) > abs(2.0 * slope23)) { slope = 2.0 * slope23; } if (u <= 0.5) { return bezierInterpolate(y1, y2 - slope / 2.0, y2, 2.0 * u); } else { return bezierInterpolate(y2, y2 + slope / 2.0, y3, 2.0 * u - 1.0); } // float uGreaterHalf = step(0.5, u); // float uSign = sign(uGreaterHalf - 0.5); // vec4 y12 = mix(y1, y2, uGreaterHalf) // vec4 y23 = mix(y2, y3, uGreaterHalf) // // return bezierInterpolate(y12, y2 + uSign * slope / 2.0, y23, 2.0 * u - uGreaterHalf); } } vec4 interpolate3Vec4(vec4 y1, vec4 y2, vec4 y3, float u) { return vec4(interpolate3Floats(y1.x, y2.x, y3.x, u), interpolate3Floats(y1.y, y2.y, y3.y, u), interpolate3Floats(y1.z, y2.z, y3.z, u), interpolate3Floats(y1.w, y2.w, y3.w, u)); } void main(void) { const int NUM_VERTICES_PER_PARTICLE = 4; const vec4 UNIT_QUAD[NUM_VERTICES_PER_PARTICLE] = vec4[NUM_VERTICES_PER_PARTICLE]( vec4(-1.0, -1.0, 0.0, 1.0), vec4(1.0, -1.0, 0.0, 1.0), vec4(-1.0, 1.0, 0.0, 1.0), vec4(1.0, 1.0, 0.0, 1.0) ); float age = inColor.x / particle.lifespan; float seed = inColor.y; // anchor point in eye space vec4 anchorPoint = vec4(inPosition.xyz, 1.0); float radius = interpolate3Floats(particle.radius.start, particle.radius.middle, particle.radius.finish , age); TransformCamera cam = getTransformCamera(); TransformObject obj = getTransformObject(); <$transformModelToEyePos(cam, obj, anchorPoint, anchorPoint)$> // Which icon are we dealing with ? int particleID = gl_VertexID / NUM_VERTICES_PER_PARTICLE; // Which quad vertex pos? int twoTriID = gl_VertexID - particleID * NUM_VERTICES_PER_PARTICLE; vec4 quadPos = radius * UNIT_QUAD[twoTriID]; vec4 clipPos; vec4 eyePos = vec4(anchorPoint.xyz + quadPos.xyz, 1.0); <$transformEyeToClip(cam, eyePos, clipPos)$> gl_Position = clipPos; // Pass the texcoord and the z texcoord is representing the texture icon varTexcoord = vec2((UNIT_QUAD[twoTriID].xy + 1.0) * 0.5); varColor = interpolate3Vec4(particle.color.start, particle.color.middle, particle.color.finish, age); // if (inColor.x == 0.0) { // varColor = vec4(0, 1, 0, 1); // } else { // varColor = vec4(1, 0, 0, 1); // } }