502 lines
13 KiB
Plaintext
502 lines
13 KiB
Plaintext
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/* clang-format off */
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#[modes]
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mode_default =
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#[specializations]
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MODE_3D = false
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USERDATA1_USED = false
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USERDATA2_USED = false
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USERDATA3_USED = false
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USERDATA4_USED = false
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USERDATA5_USED = false
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USERDATA6_USED = false
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#[vertex]
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#define SDF_MAX_LENGTH 16384.0
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layout(std140) uniform GlobalShaderUniformData { //ubo:1
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vec4 global_shader_uniforms[MAX_GLOBAL_SHADER_UNIFORMS];
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};
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// This needs to be outside clang-format so the ubo comment is in the right place
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#ifdef MATERIAL_UNIFORMS_USED
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layout(std140) uniform MaterialUniforms{ //ubo:2
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#MATERIAL_UNIFORMS
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};
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#endif
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/* clang-format on */
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#define MAX_ATTRACTORS 32
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#define ATTRACTOR_TYPE_SPHERE uint(0)
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#define ATTRACTOR_TYPE_BOX uint(1)
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#define ATTRACTOR_TYPE_VECTOR_FIELD uint(2)
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struct Attractor {
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mat4 transform;
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vec4 extents; // Extents or radius. w-channel is padding.
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uint type;
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float strength;
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float attenuation;
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float directionality;
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};
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#define MAX_COLLIDERS 32
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#define COLLIDER_TYPE_SPHERE uint(0)
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#define COLLIDER_TYPE_BOX uint(1)
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#define COLLIDER_TYPE_SDF uint(2)
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#define COLLIDER_TYPE_HEIGHT_FIELD uint(3)
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#define COLLIDER_TYPE_2D_SDF uint(4)
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struct Collider {
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mat4 transform;
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vec4 extents; // Extents or radius. w-channel is padding.
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uint type;
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float scale;
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float pad0;
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float pad1;
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};
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layout(std140) uniform FrameData { //ubo:0
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bool emitting;
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uint cycle;
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float system_phase;
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float prev_system_phase;
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float explosiveness;
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float randomness;
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float time;
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float delta;
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float particle_size;
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float pad0;
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float pad1;
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float pad2;
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uint random_seed;
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uint attractor_count;
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uint collider_count;
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uint frame;
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mat4 emission_transform;
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Attractor attractors[MAX_ATTRACTORS];
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Collider colliders[MAX_COLLIDERS];
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};
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#define PARTICLE_FLAG_ACTIVE uint(1)
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#define PARTICLE_FLAG_STARTED uint(2)
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#define PARTICLE_FLAG_TRAILED uint(4)
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#define PARTICLE_FRAME_MASK uint(0xFFFF)
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#define PARTICLE_FRAME_SHIFT uint(16)
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// ParticleData
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layout(location = 0) in highp vec4 color;
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layout(location = 1) in highp vec4 velocity_flags;
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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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#ifdef MODE_3D
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layout(location = 5) in highp vec4 xform_3;
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#endif
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#ifdef USERDATA1_USED
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layout(location = 6) in highp vec4 userdata1;
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#endif
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#ifdef USERDATA2_USED
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layout(location = 7) in highp vec4 userdata2;
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#endif
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#ifdef USERDATA3_USED
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layout(location = 8) in highp vec4 userdata3;
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#endif
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#ifdef USERDATA4_USED
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layout(location = 9) in highp vec4 userdata4;
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#endif
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#ifdef USERDATA5_USED
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layout(location = 10) in highp vec4 userdata5;
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#endif
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#ifdef USERDATA6_USED
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layout(location = 11) in highp vec4 userdata6;
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#endif
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out highp vec4 out_color; //tfb:
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out highp vec4 out_velocity_flags; //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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#ifdef MODE_3D
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out highp vec4 out_xform_3; //tfb:MODE_3D
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#endif
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#ifdef USERDATA1_USED
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out highp vec4 out_userdata1; //tfb:USERDATA1_USED
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#endif
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#ifdef USERDATA2_USED
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out highp vec4 out_userdata2; //tfb:USERDATA2_USED
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#endif
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#ifdef USERDATA3_USED
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out highp vec4 out_userdata3; //tfb:USERDATA3_USED
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#endif
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#ifdef USERDATA4_USED
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out highp vec4 out_userdata4; //tfb:USERDATA4_USED
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#endif
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#ifdef USERDATA5_USED
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out highp vec4 out_userdata5; //tfb:USERDATA5_USED
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#endif
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#ifdef USERDATA6_USED
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out highp vec4 out_userdata6; //tfb:USERDATA6_USED
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#endif
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uniform sampler2D height_field_texture; //texunit:0
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uniform float lifetime;
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uniform bool clear;
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uniform uint total_particles;
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uniform bool use_fractional_delta;
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uint hash(uint x) {
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x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b);
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x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b);
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x = (x >> uint(16)) ^ x;
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return x;
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}
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vec3 safe_normalize(vec3 direction) {
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const float EPSILON = 0.001;
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if (length(direction) < EPSILON) {
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return vec3(0.0);
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}
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return normalize(direction);
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}
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// Needed whenever 2D sdf texture is read from as it is packed in RGBA8.
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float vec4_to_float(vec4 p_vec) {
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return dot(p_vec, vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0)) * 2.0 - 1.0;
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}
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#GLOBALS
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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 local_delta = delta;
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float mass = 1.0;
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bool restart = false;
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bool restart_position = false;
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bool restart_rotation_scale = false;
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bool restart_velocity = false;
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bool restart_color = false;
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bool restart_custom = false;
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mat4 xform = mat4(1.0);
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uint flags = 0u;
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if (clear) {
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out_color = vec4(1.0);
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out_custom = vec4(0.0);
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out_velocity_flags = vec4(0.0);
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} else {
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out_color = color;
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out_velocity_flags = velocity_flags;
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out_custom = custom;
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xform[0] = xform_1;
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xform[1] = xform_2;
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#ifdef MODE_3D
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xform[2] = xform_3;
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#endif
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xform = transpose(xform);
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flags = floatBitsToUint(velocity_flags.w);
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}
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//clear started flag if set
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flags &= ~PARTICLE_FLAG_STARTED;
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bool collided = false;
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vec3 collision_normal = vec3(0.0);
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float collision_depth = 0.0;
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vec3 attractor_force = vec3(0.0);
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#if !defined(DISABLE_VELOCITY)
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if (bool(flags & PARTICLE_FLAG_ACTIVE)) {
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xform[3].xyz += out_velocity_flags.xyz * local_delta;
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}
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#endif
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uint index = uint(gl_VertexID);
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if (emitting) {
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float restart_phase = float(index) / float(total_particles);
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if (randomness > 0.0) {
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uint seed = cycle;
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if (restart_phase >= system_phase) {
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seed -= uint(1);
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}
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seed *= uint(total_particles);
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seed += index;
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float random = float(hash(seed) % uint(65536)) / 65536.0;
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restart_phase += randomness * random * 1.0 / float(total_particles);
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}
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restart_phase *= (1.0 - explosiveness);
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if (system_phase > prev_system_phase) {
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// restart_phase >= prev_system_phase is used so particles emit in the first frame they are processed
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if (restart_phase >= prev_system_phase && restart_phase < system_phase) {
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restart = true;
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if (use_fractional_delta) {
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local_delta = (system_phase - restart_phase) * lifetime;
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}
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}
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} else if (delta > 0.0) {
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if (restart_phase >= prev_system_phase) {
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restart = true;
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if (use_fractional_delta) {
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local_delta = (1.0 - restart_phase + system_phase) * lifetime;
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}
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} else if (restart_phase < system_phase) {
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restart = true;
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if (use_fractional_delta) {
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local_delta = (system_phase - restart_phase) * lifetime;
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}
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}
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}
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if (restart) {
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flags = emitting ? (PARTICLE_FLAG_ACTIVE | PARTICLE_FLAG_STARTED | (cycle << PARTICLE_FRAME_SHIFT)) : 0u;
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restart_position = true;
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restart_rotation_scale = true;
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restart_velocity = true;
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restart_color = true;
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restart_custom = true;
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}
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}
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bool particle_active = bool(flags & PARTICLE_FLAG_ACTIVE);
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uint particle_number = (flags >> PARTICLE_FRAME_SHIFT) * uint(total_particles) + index;
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if (restart && particle_active) {
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#CODE : START
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}
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if (particle_active) {
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for (uint i = 0u; i < attractor_count; i++) {
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vec3 dir;
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float amount;
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vec3 rel_vec = xform[3].xyz - attractors[i].transform[3].xyz;
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vec3 local_pos = rel_vec * mat3(attractors[i].transform);
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switch (attractors[i].type) {
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case ATTRACTOR_TYPE_SPHERE: {
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dir = safe_normalize(rel_vec);
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float d = length(local_pos) / attractors[i].extents.x;
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if (d > 1.0) {
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continue;
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}
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amount = max(0.0, 1.0 - d);
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} break;
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case ATTRACTOR_TYPE_BOX: {
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dir = safe_normalize(rel_vec);
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vec3 abs_pos = abs(local_pos / attractors[i].extents.xyz);
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float d = max(abs_pos.x, max(abs_pos.y, abs_pos.z));
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if (d > 1.0) {
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continue;
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}
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amount = max(0.0, 1.0 - d);
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} break;
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case ATTRACTOR_TYPE_VECTOR_FIELD: {
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} break;
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}
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amount = pow(amount, attractors[i].attenuation);
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dir = safe_normalize(mix(dir, attractors[i].transform[2].xyz, attractors[i].directionality));
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attractor_force -= amount * dir * attractors[i].strength;
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}
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float particle_size = particle_size;
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#ifdef USE_COLLISION_SCALE
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particle_size *= dot(vec3(length(xform[0].xyz), length(xform[1].xyz), length(xform[2].xyz)), vec3(0.33333333333));
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#endif
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if (collider_count == 1u && colliders[0].type == COLLIDER_TYPE_2D_SDF) {
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//2D collision
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vec2 pos = xform[3].xy;
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vec4 to_sdf_x = colliders[0].transform[0];
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vec4 to_sdf_y = colliders[0].transform[1];
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vec2 sdf_pos = vec2(dot(vec4(pos, 0, 1), to_sdf_x), dot(vec4(pos, 0, 1), to_sdf_y));
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vec4 sdf_to_screen = vec4(colliders[0].extents.xyz, colliders[0].scale);
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vec2 uv_pos = sdf_pos * sdf_to_screen.xy + sdf_to_screen.zw;
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if (all(greaterThan(uv_pos, vec2(0.0))) && all(lessThan(uv_pos, vec2(1.0)))) {
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vec2 pos2 = pos + vec2(0, particle_size);
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vec2 sdf_pos2 = vec2(dot(vec4(pos2, 0, 1), to_sdf_x), dot(vec4(pos2, 0, 1), to_sdf_y));
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float sdf_particle_size = distance(sdf_pos, sdf_pos2);
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float d = vec4_to_float(texture(height_field_texture, uv_pos)) * SDF_MAX_LENGTH;
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d -= sdf_particle_size;
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if (d < 0.0) {
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const float EPSILON = 0.001;
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vec2 n = normalize(vec2(
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vec4_to_float(texture(height_field_texture, uv_pos + vec2(EPSILON, 0.0))) - vec4_to_float(texture(height_field_texture, uv_pos - vec2(EPSILON, 0.0))),
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vec4_to_float(texture(height_field_texture, uv_pos + vec2(0.0, EPSILON))) - vec4_to_float(texture(height_field_texture, uv_pos - vec2(0.0, EPSILON)))));
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collided = true;
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sdf_pos2 = sdf_pos + n * d;
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pos2 = vec2(dot(vec4(sdf_pos2, 0, 1), colliders[0].transform[2]), dot(vec4(sdf_pos2, 0, 1), colliders[0].transform[3]));
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n = pos - pos2;
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collision_normal = normalize(vec3(n, 0.0));
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collision_depth = length(n);
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}
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}
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} else {
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for (uint i = 0u; i < collider_count; i++) {
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vec3 normal;
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float depth;
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bool col = false;
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vec3 rel_vec = xform[3].xyz - colliders[i].transform[3].xyz;
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vec3 local_pos = rel_vec * mat3(colliders[i].transform);
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switch (colliders[i].type) {
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case COLLIDER_TYPE_SPHERE: {
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float d = length(rel_vec) - (particle_size + colliders[i].extents.x);
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if (d < 0.0) {
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col = true;
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depth = -d;
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normal = normalize(rel_vec);
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}
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} break;
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case COLLIDER_TYPE_BOX: {
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vec3 abs_pos = abs(local_pos);
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vec3 sgn_pos = sign(local_pos);
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if (any(greaterThan(abs_pos, colliders[i].extents.xyz))) {
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//point outside box
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vec3 closest = min(abs_pos, colliders[i].extents.xyz);
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vec3 rel = abs_pos - closest;
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depth = length(rel) - particle_size;
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if (depth < 0.0) {
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col = true;
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normal = mat3(colliders[i].transform) * (normalize(rel) * sgn_pos);
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depth = -depth;
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}
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} else {
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//point inside box
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vec3 axis_len = colliders[i].extents.xyz - abs_pos;
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// there has to be a faster way to do this?
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if (all(lessThan(axis_len.xx, axis_len.yz))) {
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normal = vec3(1, 0, 0);
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} else if (all(lessThan(axis_len.yy, axis_len.xz))) {
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normal = vec3(0, 1, 0);
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} else {
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normal = vec3(0, 0, 1);
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}
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col = true;
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depth = dot(normal * axis_len, vec3(1)) + particle_size;
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||
|
normal = mat3(colliders[i].transform) * (normal * sgn_pos);
|
||
|
}
|
||
|
|
||
|
} break;
|
||
|
case COLLIDER_TYPE_SDF: {
|
||
|
} break;
|
||
|
case COLLIDER_TYPE_HEIGHT_FIELD: {
|
||
|
vec3 local_pos_bottom = local_pos;
|
||
|
local_pos_bottom.y -= particle_size;
|
||
|
|
||
|
if (any(greaterThan(abs(local_pos_bottom), colliders[i].extents.xyz))) {
|
||
|
continue;
|
||
|
}
|
||
|
const float DELTA = 1.0 / 8192.0;
|
||
|
|
||
|
vec3 uvw_pos = vec3(local_pos_bottom / colliders[i].extents.xyz) * 0.5 + 0.5;
|
||
|
|
||
|
float y = 1.0 - texture(height_field_texture, uvw_pos.xz).r;
|
||
|
|
||
|
if (y > uvw_pos.y) {
|
||
|
//inside heightfield
|
||
|
|
||
|
vec3 pos1 = (vec3(uvw_pos.x, y, uvw_pos.z) * 2.0 - 1.0) * colliders[i].extents.xyz;
|
||
|
vec3 pos2 = (vec3(uvw_pos.x + DELTA, 1.0 - texture(height_field_texture, uvw_pos.xz + vec2(DELTA, 0)).r, uvw_pos.z) * 2.0 - 1.0) * colliders[i].extents.xyz;
|
||
|
vec3 pos3 = (vec3(uvw_pos.x, 1.0 - texture(height_field_texture, uvw_pos.xz + vec2(0, DELTA)).r, uvw_pos.z + DELTA) * 2.0 - 1.0) * colliders[i].extents.xyz;
|
||
|
|
||
|
normal = normalize(cross(pos1 - pos2, pos1 - pos3));
|
||
|
float local_y = (vec3(local_pos / colliders[i].extents.xyz) * 0.5 + 0.5).y;
|
||
|
|
||
|
col = true;
|
||
|
depth = dot(normal, pos1) - dot(normal, local_pos_bottom);
|
||
|
}
|
||
|
|
||
|
} break;
|
||
|
}
|
||
|
|
||
|
if (col) {
|
||
|
if (!collided) {
|
||
|
collided = true;
|
||
|
collision_normal = normal;
|
||
|
collision_depth = depth;
|
||
|
} else {
|
||
|
vec3 c = collision_normal * collision_depth;
|
||
|
c += normal * max(0.0, depth - dot(normal, c));
|
||
|
collision_normal = normalize(c);
|
||
|
collision_depth = length(c);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (particle_active) {
|
||
|
#CODE : PROCESS
|
||
|
}
|
||
|
|
||
|
flags &= ~PARTICLE_FLAG_ACTIVE;
|
||
|
if (particle_active) {
|
||
|
flags |= PARTICLE_FLAG_ACTIVE;
|
||
|
}
|
||
|
|
||
|
xform = transpose(xform);
|
||
|
out_xform_1 = xform[0];
|
||
|
out_xform_2 = xform[1];
|
||
|
#ifdef MODE_3D
|
||
|
out_xform_3 = xform[2];
|
||
|
#endif
|
||
|
out_velocity_flags.w = uintBitsToFloat(flags);
|
||
|
}
|
||
|
|
||
|
/* clang-format off */
|
||
|
#[fragment]
|
||
|
|
||
|
void main() {
|
||
|
}
|
||
|
/* clang-format on */
|