mirror of
https://github.com/HifiExperiments/overte.git
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133 lines
4.5 KiB
Text
133 lines
4.5 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 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 ParticleUniforms {
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Radii radius;
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Colors color;
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vec4 lifespan; // x is lifespan, 3 spare floats
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};
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layout(std140) 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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const int NUM_VERTICES_PER_PARTICLE = 4;
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// This ordering ensures that un-rotated particles render upright in the viewer.
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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, 0.0),
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vec4(-1.0, -1.0, 0.0, 0.0),
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vec4(1.0, 1.0, 0.0, 0.0),
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vec4(1.0, -1.0, 0.0, 0.0)
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);
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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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if (abs(halfSlope) > abs(slope12)) {
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halfSlope = slope12;
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} else if (abs(halfSlope) > abs(slope23)) {
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halfSlope = 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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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.x;
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float seed = inColor.y;
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// Pass the texcoord and the z texcoord is representing the texture icon
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// Offset for corrected vertex ordering.
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varTexcoord = vec2((UNIT_QUAD[twoTriID].xy -1.0) * vec2(0.5, -0.5));
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varColor = interpolate3Vec4(particle.color.start, particle.color.middle, particle.color.finish, age);
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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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vec4 quadPos = radius * UNIT_QUAD[twoTriID];
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vec4 anchorPoint;
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vec4 _inPosition = vec4(inPosition, 1.0);
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<$transformModelToEyePos(cam, obj, _inPosition, anchorPoint)$>
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vec4 eyePos = anchorPoint + quadPos;
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<$transformEyeToClipPos(cam, eyePos, gl_Position)$>
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}
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