<@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 Radiuses { float start; float middle; float finish; float spread; }; struct Colors { vec4 start; vec4 middle; vec4 finish; vec4 spread; }; struct ParticleUniforms { Radiuses radius; Colors color; float lifespan; }; uniform particleBuffer { ParticleUniforms particle; }; in vec3 inPosition; in vec2 inColor; // This is actual Lifetime + Seed out vec4 varColor; out vec2 varTexcoord; 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, 0.0), vec4(1.0, -1.0, 0.0, 0.0), vec4(-1.0, 1.0, 0.0, 0.0), vec4(1.0, 1.0, 0.0, 0.0) ); 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; } vec4 interpolate3Vec4(vec4 y1, vec4 y2, vec4 y3, float u) { return vec4(bezierInterpolate(y1.x, y2.x, y3.x, u), bezierInterpolate(y1.y, y2.y, y3.y, u), bezierInterpolate(y1.z, y2.z, y3.z, u), bezierInterpolate(y1.w, y2.w, y3.w, u)); } void main(void) { TransformCamera cam = getTransformCamera(); TransformObject obj = getTransformObject(); // 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; // Particle properties float age = inColor.x / particle.lifespan; float seed = inColor.y; // 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); // anchor point in eye space float radius = bezierInterpolate(particle.radius.start, particle.radius.middle, particle.radius.finish , age); vec4 quadPos = radius * UNIT_QUAD[twoTriID]; vec4 anchorPoint; <$transformModelToEyePos(cam, obj, inPosition, anchorPoint)$> vec4 eyePos = anchorPoint + quadPos; <$transformEyeToClipPos(cam, eyePos, gl_Position)$> }