[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 float 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; uniform uint random_seed; 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) layout(std140) uniform UniformData { //ubo:0 MATERIAL_UNIFORMS }; #endif VERTEX_SHADER_GLOBALS 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) { // 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 local_delta = (system_phase - restart_phase) * lifetime; #endif } } else if (delta > 0.0) { if (restart_phase >= prev_system_phase) { restart = true; #ifdef USE_FRACTIONAL_DELTA local_delta = (1.0 - restart_phase + system_phase) * lifetime; #endif } else if (restart_phase < system_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); 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))); } if (shader_active) { //execute shader { VERTEX_SHADER_CODE } #if !defined(DISABLE_FORCE) if (false) { 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; } 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 #if defined(USE_MATERIAL) layout(std140) uniform UniformData { MATERIAL_UNIFORMS }; #endif FRAGMENT_SHADER_GLOBALS void main() { { LIGHT_SHADER_CODE } { FRAGMENT_SHADER_CODE } }