c2a217c350
Ability to enable and change MSAA settings Ability to change VCT quality Ability to enable/disable HDR rendering
167 lines
3 KiB
GLSL
167 lines
3 KiB
GLSL
[vertex]
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layout(location=0) in highp vec4 color;
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layout(location=1) in highp vec4 velocity_active;
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layout(location=2) in highp vec4 custom;
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layout(location=3) in highp vec4 xform_1;
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layout(location=4) in highp vec4 xform_2;
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layout(location=5) in highp vec4 xform_3;
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struct Attractor {
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vec3 pos;
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vec3 dir;
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float radius;
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float eat_radius;
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float strength;
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float attenuation;
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};
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#define MAX_ATTRACTORS 64
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uniform mat4 origin;
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uniform float system_phase;
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uniform float prev_system_phase;
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uniform float total_particles;
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uniform float explosiveness;
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uniform vec4 time;
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uniform float delta;
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uniform vec3 gravity;
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uniform int attractor_count;
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uniform Attractor attractors[MAX_ATTRACTORS];
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out highp vec4 out_color; //tfb:
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out highp vec4 out_velocity_active; //tfb:
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out highp vec4 out_custom; //tfb:
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out highp vec4 out_xform_1; //tfb:
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out highp vec4 out_xform_2; //tfb:
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out highp vec4 out_xform_3; //tfb:
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VERTEX_SHADER_GLOBALS
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#if defined(USE_MATERIAL)
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layout(std140) uniform UniformData { //ubo:0
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MATERIAL_UNIFORMS
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};
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#endif
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void main() {
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bool apply_forces=true;
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bool apply_velocity=true;
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float mass = 1.0;
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float restart_phase = float(gl_InstanceID)/total_particles;
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restart_phase*= explosiveness;
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bool restart=false;
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bool active = out_velocity_active.a > 0.5;
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if (system_phase > prev_system_phase) {
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restart = prev_system_phase < restart_phase && system_phase >= restart_phase;
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} else {
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restart = prev_system_phase < restart_phase || system_phase >= restart_phase;
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}
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if (restart) {
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active=true;
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}
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out_color=color;
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out_velocity_active=velocity_active;
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out_custom=custom;
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mat4 xform = transpose(mat4(xform_1,xform_2,xform_3,vec4(vec3(0.0),1.0)));
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out_rot_active=rot_active;
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if (active) {
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//execute shader
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{
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VERTEX_SHADER_CODE
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}
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#if !defined(DISABLE_FORCE)
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{
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vec3 force = gravity;
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for(int i=0;i<attractor_count;i++) {
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vec3 rel_vec = out_pos_lifetime.xyz - attractors[i].pos;
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float dist = rel_vec.length();
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if (attractors[i].radius < dist)
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continue;
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if (attractors[i].eat_radius>0 && attractors[i].eat_radius > dist) {
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out_velocity_active.a=0.0;
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}
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rel_vec = normalize(rel_vec);
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float attenuation = pow(dist / attractors[i].radius,attractors[i].attenuation);
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if (attractors[i].dir==vec3(0.0)) {
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//towards center
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force+=attractors[i].strength * rel_vec * attenuation * mass;
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} else {
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force+=attractors[i].strength * attractors[i].dir * attenuation *mass;
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}
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}
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out_velocity_seed.xyz += force * delta;
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}
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#endif
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#if !defined(DISABLE_VELOCITY)
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{
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out_pos_lifetime.xyz += out_velocity_seed.xyz * delta;
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}
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#endif
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}
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xform = transpose(xform);
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out_velocity_active.a = mix(0.0,1.0,active);
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out_xform_1 = xform[0];
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out_xform_2 = xform[1];
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out_xform_3 = xform[2];
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}
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[fragment]
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//any code here is never executed, stuff is filled just so it works
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FRAGMENT_SHADER_GLOBALS
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#if defined(USE_MATERIAL)
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layout(std140) uniform UniformData {
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MATERIAL_UNIFORMS
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};
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#endif
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void main() {
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{
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FRAGMENT_SHADER_CODE
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}
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}
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