[vertex] layout(location=0) in highp vec4 color; layout(location=1) in highp vec4 velocity_active; layout(location=2) in highp vec4 custom; layout(location=3) in highp vec4 xform_1; layout(location=4) in highp vec4 xform_2; layout(location=5) in highp vec4 xform_3; struct Attractor { vec3 pos; vec3 dir; float radius; float eat_radius; float strength; float attenuation; }; #define MAX_ATTRACTORS 64 uniform bool emitting; uniform float system_phase; uniform float prev_system_phase; uniform int total_particles; uniform float explosiveness; uniform float randomness; uniform vec4 time; uniform float delta; uniform int attractor_count; uniform Attractor attractors[MAX_ATTRACTORS]; uniform bool clear; uniform uint cycle; uniform float lifetime; uniform mat4 emission_transform; out highp vec4 out_color; //tfb: out highp vec4 out_velocity_active; //tfb: out highp vec4 out_custom; //tfb: out highp vec4 out_xform_1; //tfb: out highp vec4 out_xform_2; //tfb: out highp vec4 out_xform_3; //tfb: VERTEX_SHADER_GLOBALS #if defined(USE_MATERIAL) layout(std140) uniform UniformData { //ubo:0 MATERIAL_UNIFORMS }; #endif uint hash(uint x) { x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b); x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b); x = (x >> uint(16)) ^ x; return x; } void main() { #ifdef PARTICLES_COPY out_color=color; out_velocity_active=velocity_active; out_custom = custom; out_xform_1 = xform_1; out_xform_2 = xform_2; out_xform_3 = xform_3; #else bool apply_forces=true; bool apply_velocity=true; float local_delta=delta; float mass = 1.0; float restart_phase = float(gl_VertexID)/float(total_particles); if (randomness>0.0) { uint seed = cycle; if (restart_phase >= system_phase) { seed-=uint(1); } seed*=uint(total_particles); seed+=uint(gl_VertexID); float random = float(hash(seed) % uint(65536)) / 65536.0; restart_phase+=randomness * random * 1.0 / float(total_particles); } restart_phase*= (1.0-explosiveness); bool restart=false; bool shader_active = velocity_active.a > 0.5; if (system_phase > prev_system_phase) { if (prev_system_phase < restart_phase && system_phase >= restart_phase) { restart=true; #ifdef USE_FRACTIONAL_DELTA local_delta = (system_phase - restart_phase) * lifetime; #endif } } else { if (prev_system_phase < restart_phase) { restart=true; #ifdef USE_FRACTIONAL_DELTA local_delta = (1.0 - restart_phase + system_phase) * lifetime; #endif } else if (system_phase >= restart_phase) { restart=true; #ifdef USE_FRACTIONAL_DELTA local_delta = (system_phase - restart_phase) * lifetime; #endif } } uint current_cycle = cycle; if (system_phase < restart_phase) { current_cycle-=uint(1); } uint particle_number = current_cycle * uint(total_particles) + uint(gl_VertexID); if (restart) { shader_active=emitting; } mat4 xform; #if defined(ENABLE_KEEP_DATA) if (clear) { #else if (clear || restart) { #endif out_color=vec4(1.0); out_velocity_active=vec4(0.0); out_custom=vec4(0.0); if (!restart) shader_active=false; xform = mat4( vec4(1.0,0.0,0.0,0.0), vec4(0.0,1.0,0.0,0.0), vec4(0.0,0.0,1.0,0.0), vec4(0.0,0.0,0.0,1.0) ); } else { out_color=color; out_velocity_active=velocity_active; out_custom=custom; xform = transpose(mat4(xform_1,xform_2,xform_3,vec4(vec3(0.0),1.0))); } if (shader_active) { //execute shader { VERTEX_SHADER_CODE } #if !defined(DISABLE_FORCE) if (true) { vec3 force = vec3(0.0); for(int i=0;i0 && attractors[i].eat_radius > dist) { out_velocity_active.a=0.0; } rel_vec = normalize(rel_vec); float attenuation = pow(dist / attractors[i].radius,attractors[i].attenuation); if (attractors[i].dir==vec3(0.0)) { //towards center force+=attractors[i].strength * rel_vec * attenuation * mass; } else { force+=attractors[i].strength * attractors[i].dir * attenuation *mass; } } out_velocity_active.xyz += force * local_delta; } #endif #if !defined(DISABLE_VELOCITY) if (true) { xform[3].xyz += out_velocity_active.xyz * local_delta; } #endif } else { xform=mat4(0.0); } xform = transpose(xform); out_velocity_active.a = mix(0.0,1.0,shader_active); out_xform_1 = xform[0]; out_xform_2 = xform[1]; out_xform_3 = xform[2]; #endif //PARTICLES_COPY } [fragment] //any code here is never executed, stuff is filled just so it works FRAGMENT_SHADER_GLOBALS #if defined(USE_MATERIAL) layout(std140) uniform UniformData { MATERIAL_UNIFORMS }; #endif void main() { { LIGHT_SHADER_CODE } { FRAGMENT_SHADER_CODE } }