godot/drivers/gles3/shaders/particles.glsl

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/* clang-format off */
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[vertex]
#if defined(IS_UBERSHADER)
uniform highp uint ubershader_flags;
#endif
layout(location = 0) in highp vec4 color;
/* clang-format on */
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;
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struct Attractor {
vec3 pos;
vec3 dir;
float radius;
float eat_radius;
float strength;
float attenuation;
};
#define MAX_ATTRACTORS 64
uniform bool emitting;
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uniform float system_phase;
uniform float prev_system_phase;
uniform int total_particles;
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uniform float explosiveness;
uniform float randomness;
uniform float time;
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uniform float delta;
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uniform int attractor_count;
uniform Attractor attractors[MAX_ATTRACTORS];
uniform bool clear;
uniform uint cycle;
uniform float lifetime;
uniform mat4 emission_transform;
uniform uint random_seed;
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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:
#if defined(USE_MATERIAL)
/* clang-format off */
layout(std140) uniform UniformData { //ubo:0
MATERIAL_UNIFORMS
};
/* clang-format on */
#endif
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/* clang-format off */
VERTEX_SHADER_GLOBALS
/* clang-format on */
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;
}
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void main() {
bool apply_forces = true;
bool apply_velocity = true;
float local_delta = delta;
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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;
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if (system_phase > prev_system_phase) {
// restart_phase >= prev_system_phase is used so particles emit in the first frame they are processed
if (restart_phase >= prev_system_phase && restart_phase < system_phase) {
restart = true;
#ifdef USE_FRACTIONAL_DELTA //ubershader-runtime
local_delta = (system_phase - restart_phase) * lifetime;
#endif //ubershader-runtime
}
} else if (delta > 0.0) {
if (restart_phase >= prev_system_phase) {
restart = true;
#ifdef USE_FRACTIONAL_DELTA //ubershader-runtime
local_delta = (1.0 - restart_phase + system_phase) * lifetime;
#endif //ubershader-runtime
} else if (restart_phase < system_phase) {
restart = true;
#ifdef USE_FRACTIONAL_DELTA //ubershader-runtime
local_delta = (system_phase - restart_phase) * lifetime;
#endif //ubershader-runtime
}
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}
uint current_cycle = cycle;
if (system_phase < restart_phase) {
current_cycle -= uint(1);
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}
uint particle_number = current_cycle * uint(total_particles) + uint(gl_VertexID);
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int index = int(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)));
}
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if (shader_active) {
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//execute shader
{
/* clang-format off */
VERTEX_SHADER_CODE
/* clang-format on */
}
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#if !defined(DISABLE_FORCE)
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if (false) {
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vec3 force = vec3(0.0);
for (int i = 0; i < attractor_count; i++) {
vec3 rel_vec = xform[3].xyz - attractors[i].pos;
float dist = length(rel_vec);
if (attractors[i].radius < dist)
continue;
if (attractors[i].eat_radius > 0.0 && attractors[i].eat_radius > dist) {
out_velocity_active.a = 0.0;
}
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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)) {
//towards center
force += attractors[i].strength * rel_vec * attenuation * mass;
} else {
force += attractors[i].strength * attractors[i].dir * attenuation * mass;
}
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}
out_velocity_active.xyz += force * local_delta;
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}
#endif
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#if !defined(DISABLE_VELOCITY)
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if (true) {
xform[3].xyz += out_velocity_active.xyz * local_delta;
}
#endif
} else {
xform = mat4(0.0);
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}
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];
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}
/* clang-format off */
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[fragment]
#if defined(IS_UBERSHADER)
uniform highp uint ubershader_flags;
#endif
// any code here is never executed, stuff is filled just so it works
#if defined(USE_MATERIAL)
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layout(std140) uniform UniformData {
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MATERIAL_UNIFORMS
};
#endif
FRAGMENT_SHADER_GLOBALS
void main() {
{
LIGHT_SHADER_CODE
}
{
FRAGMENT_SHADER_CODE
}
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}
/* clang-format on */