/* clang-format off */ #[modes] mode_default = #[specializations] MODE_3D = false #[vertex] #include "stdlib_inc.glsl" // ParticleData layout(location = 0) in highp vec4 color; layout(location = 1) in highp vec4 velocity_flags; layout(location = 2) in highp vec4 custom; layout(location = 3) in highp vec4 xform_1; layout(location = 4) in highp vec4 xform_2; #ifdef MODE_3D layout(location = 5) in highp vec4 xform_3; #endif /* clang-format on */ out highp vec4 out_xform_1; //tfb: out highp vec4 out_xform_2; //tfb: #ifdef MODE_3D out highp vec4 out_xform_3; //tfb:MODE_3D #endif flat out highp uvec4 instance_color_custom_data; //tfb: uniform lowp vec3 sort_direction; uniform highp float frame_remainder; uniform highp vec3 align_up; uniform highp uint align_mode; uniform highp mat4 inv_emission_transform; #define TRANSFORM_ALIGN_DISABLED uint(0) #define TRANSFORM_ALIGN_Z_BILLBOARD uint(1) #define TRANSFORM_ALIGN_Y_TO_VELOCITY uint(2) #define TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY uint(3) #define PARTICLE_FLAG_ACTIVE uint(1) #define FLT_MAX float(3.402823466e+38) void main() { // Set scale to zero and translate to -INF so particle will be invisible // even for materials that ignore rotation/scale (i.e. billboards). mat4 txform = mat4(vec4(0.0), vec4(0.0), vec4(0.0), vec4(-FLT_MAX, -FLT_MAX, -FLT_MAX, 0.0)); if (bool(floatBitsToUint(velocity_flags.w) & PARTICLE_FLAG_ACTIVE)) { #ifdef MODE_3D txform = transpose(mat4(xform_1, xform_2, xform_3, vec4(0.0, 0.0, 0.0, 1.0))); #else txform = transpose(mat4(xform_1, xform_2, vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))); #endif switch (align_mode) { case TRANSFORM_ALIGN_DISABLED: { } break; //nothing case TRANSFORM_ALIGN_Z_BILLBOARD: { mat3 local = mat3(normalize(cross(align_up, sort_direction)), align_up, sort_direction); local = local * mat3(txform); txform[0].xyz = local[0]; txform[1].xyz = local[1]; txform[2].xyz = local[2]; } break; case TRANSFORM_ALIGN_Y_TO_VELOCITY: { vec3 v = velocity_flags.xyz; float s = (length(txform[0]) + length(txform[1]) + length(txform[2])) / 3.0; if (length(v) > 0.0) { txform[1].xyz = normalize(v); } else { txform[1].xyz = normalize(txform[1].xyz); } txform[0].xyz = normalize(cross(txform[1].xyz, txform[2].xyz)); txform[2].xyz = vec3(0.0, 0.0, 1.0) * s; txform[0].xyz *= s; txform[1].xyz *= s; } break; case TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY: { vec3 sv = velocity_flags.xyz - sort_direction * dot(sort_direction, velocity_flags.xyz); //screen velocity if (length(sv) == 0.0) { sv = align_up; } sv = normalize(sv); txform[0].xyz = normalize(cross(sv, sort_direction)) * length(txform[0]); txform[1].xyz = sv * length(txform[1]); txform[2].xyz = sort_direction * length(txform[2]); } break; } txform[3].xyz += velocity_flags.xyz * frame_remainder; #ifndef MODE_3D // In global mode, bring 2D particles to local coordinates // as they will be drawn with the node position as origin. txform = inv_emission_transform * txform; #endif } txform = transpose(txform); instance_color_custom_data = uvec4(packHalf2x16(color.xy), packHalf2x16(color.zw), packHalf2x16(custom.xy), packHalf2x16(custom.zw)); out_xform_1 = txform[0]; out_xform_2 = txform[1]; #ifdef MODE_3D out_xform_3 = txform[2]; #endif } /* clang-format off */ #[fragment] void main() { } /* clang-format on */