mirror of
https://github.com/HifiExperiments/overte.git
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176 lines
6.1 KiB
Text
176 lines
6.1 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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// texture_particle.vert
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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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<@include gpu/Noise.slh@>
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<$declareStandardTransform()$>
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struct Radii {
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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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};
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struct Colors {
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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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};
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struct Spin {
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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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};
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struct ParticleUniforms {
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Radii radius;
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Colors color;
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Spin spin;
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float lifespan;
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int rotateWithEntity;
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vec2 spare;
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};
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LAYOUT_STD140(binding=0) uniform particleBuffer {
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ParticleUniforms particle;
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};
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layout(location=0) in vec3 inPosition;
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layout(location=2) in vec2 inColor; // This is actual Lifetime + Seed
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layout(location=0) out vec4 varColor;
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layout(location=1) 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 interpolate3Points(float y1, float y2, float y3, float u) {
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// Makes the interpolated values intersect the middle value.
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if ((u <= 0.5f && y1 == y2) || (u >= 0.5f && y2 == y3)) {
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// Flat line.
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return y2;
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}
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float halfSlope;
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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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halfSlope = 0.0f;
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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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halfSlope = (y3 - y1) / 2.0f;
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float slope12 = y2 - y1;
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float slope23 = y3 - y2;
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{
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float check = float(abs(halfSlope) > abs(slope12));
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halfSlope = mix(halfSlope, slope12, check);
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halfSlope = mix(halfSlope, slope23, (1.0 - check) * float(abs(halfSlope) > abs(slope23)));
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}
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}
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float stepU = step(0.5f, u); // 0.0 if u < 0.5, 1.0 otherwise.
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float slopeSign = 2.0f * stepU - 1.0f; // -1.0 if u < 0.5, 1.0 otherwise
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float start = (1.0f - stepU) * y1 + stepU * y2; // y1 if u < 0.5, y2 otherwise
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float middle = y2 + slopeSign * halfSlope;
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float finish = (1.0f - stepU) * y2 + stepU * y3; // y2 if u < 0.5, y3 otherwise
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float v = 2.0f * u - step(0.5f, u); // 0.0-0.5 -> 0.0-1.0 and 0.5-1.0 -> 0.0-1.0
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return bezierInterpolate(start, middle, finish, v);
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}
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vec4 interpolate3Vec4(vec4 y1, vec4 y2, vec4 y3, float u) {
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return vec4(interpolate3Points(y1.x, y2.x, y3.x, u),
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interpolate3Points(y1.y, y2.y, y3.y, u),
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interpolate3Points(y1.z, y2.z, y3.z, u),
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interpolate3Points(y1.w, y2.w, y3.w, u));
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}
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const int NUM_VERTICES_PER_PARTICLE = 4;
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const vec2 TEX_COORDS[NUM_VERTICES_PER_PARTICLE] = vec2[NUM_VERTICES_PER_PARTICLE](
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vec2(-1.0, 0.0),
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vec2(-1.0, 1.0),
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vec2(0.0, 0.0),
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vec2(0.0, 1.0)
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);
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void main(void) {
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TransformCamera cam = getTransformCamera();
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TransformObject obj = getTransformObject();
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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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// Particle properties
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float age = inColor.x / particle.lifespan;
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float seed = inColor.y;
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// Pass the texcoord
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varTexcoord = TEX_COORDS[twoTriID].xy;
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varColor = interpolate3Vec4(particle.color.start, particle.color.middle, particle.color.finish, age);
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vec3 colorSpread = 2.0 * vec3(hifi_hash(seed), hifi_hash(seed * 2.0), hifi_hash(seed * 3.0)) - 1.0;
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varColor.rgb = clamp(varColor.rgb + colorSpread * particle.color.spread.rgb, vec3(0), vec3(1));
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float alphaSpread = 2.0 * hifi_hash(seed * 4.0) - 1.0;
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varColor.a = clamp(varColor.a + alphaSpread * particle.color.spread.a, 0.0, 1.0);
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float spin = interpolate3Points(particle.spin.start, particle.spin.middle, particle.spin.finish, age);
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float spinSpread = 2.0 * hifi_hash(seed * 5.0) - 1.0;
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spin = spin + spinSpread * particle.spin.spread;
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// anchor point in eye space
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float radius = interpolate3Points(particle.radius.start, particle.radius.middle, particle.radius.finish, age);
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float radiusSpread = 2.0 * hifi_hash(seed * 6.0) - 1.0;
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radius = max(radius + radiusSpread * particle.radius.spread, 0.0);
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// inPosition is in world space
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vec4 anchorPoint = cam._view * vec4(inPosition, 1.0);
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mat3 view3 = mat3(cam._view);
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vec3 UP = vec3(0, 1, 0);
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vec3 modelUpWorld;
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<$transformModelToWorldDir(cam, obj, UP, modelUpWorld)$>
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vec3 upWorld = mix(UP, normalize(modelUpWorld), float(particle.rotateWithEntity));
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vec3 upEye = normalize(view3 * upWorld);
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vec3 FORWARD = vec3(0, 0, -1);
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vec3 particleRight = normalize(cross(FORWARD, upEye));
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vec3 particleUp = cross(particleRight, FORWARD); // don't need to normalize
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// This ordering ensures that un-rotated particles render upright in the viewer.
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vec3 UNIT_QUAD[NUM_VERTICES_PER_PARTICLE] = vec3[NUM_VERTICES_PER_PARTICLE](
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normalize(-particleRight + particleUp),
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normalize(-particleRight - particleUp),
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normalize(particleRight + particleUp),
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normalize(particleRight - particleUp)
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);
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float c = cos(spin);
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float s = sin(spin);
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mat4 rotation = mat4(
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c, -s, 0, 0,
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s, c, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1
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);
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vec4 quadPos = radius * vec4(UNIT_QUAD[twoTriID], 0.0);
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vec4 eyePos = anchorPoint + rotation * quadPos;
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<$transformEyeToClipPos(cam, eyePos, gl_Position)$>
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}
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