godot/drivers/gles3/shaders/particles.glsl
2016-12-30 08:35:54 -03:00

115 lines
2.2 KiB
GLSL

[vertex]
layout(location=0) in highp vec4 pos_lifetime;
layout(location=1) in highp vec4 color;
layout(location=2) in highp vec4 velocity_seed;
layout(location=3) in highp vec4 rot_active;
struct Attractor {
vec3 pos;
vec3 dir;
float radius;
float eat_radius;
float strength;
float attenuation;
};
#define MAX_ATTRACTORS 64
uniform mat4 origin;
uniform float system_phase;
uniform float prev_system_phase;
uniform float total_particles;
uniform float explosiveness;
uniform vec4 time;
uniform float delta;
uniform vec3 gravity;
uniform int attractor_count;
uniform Attractor attractors[MAX_ATTRACTORS];
out highp vec4 out_pos_lifetime; //tfb:
out highp vec4 out_color; //tfb:
out highp vec4 out_velocity_seed; //tfb:
out highp vec4 out_rot_active; //tfb:
void main() {
bool apply_forces=true;
bool apply_velocity=true;
float mass = 1.0;
float restart_phase = float(gl_InstanceID)/total_particles;
restart_phase*= explosiveness;
bool restart=false;
if (system_phase > prev_system_phase) {
restart = prev_system_phase < restart_phase && system_phase >= restart_phase;
} else {
restart = prev_system_phase < restart_phase || system_phase >= restart_phase;
}
if (restart) {
out_rot_active.a=1.0;
}
out_pos_lifetime=pos_lifetime;
out_color=color;
out_velocity_seed=velocity_seed;
out_rot_active=rot_active;
if (out_rot_active.a) {
//execute shader
}
if (apply_forces) {
vec3 force = gravity;
for(int i=0;i<attractor_count;i++) {
vec3 rel_vec = out_pos_lifetime.xyz - attractors[i].pos;
float dist = rel_vec.length();
if (attractors[i].radius < dist)
continue;
if (attractors[i].eat_radius>0 && attractors[i].eat_radius > dist) {
rot_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_seed.xyz += force * delta;
}
if (apply_velocity) {
out_pos_lifetime.xyz += out_velocity_seed.xyz * delta;
}
}
[fragment]
void main() {
}