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