126 lines
3.4 KiB
GLSL
126 lines
3.4 KiB
GLSL
/* 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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#[vertex]
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#include "stdlib_inc.glsl"
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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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/* clang-format on */
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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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flat out highp uvec4 instance_color_custom_data; //tfb:
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uniform lowp vec3 sort_direction;
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uniform highp float frame_remainder;
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uniform highp vec3 align_up;
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uniform highp uint align_mode;
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uniform highp mat4 inv_emission_transform;
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#define TRANSFORM_ALIGN_DISABLED uint(0)
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#define TRANSFORM_ALIGN_Z_BILLBOARD uint(1)
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#define TRANSFORM_ALIGN_Y_TO_VELOCITY uint(2)
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#define TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY uint(3)
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#define PARTICLE_FLAG_ACTIVE uint(1)
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#define FLT_MAX float(3.402823466e+38)
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void main() {
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// Set scale to zero and translate to -INF so particle will be invisible
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// even for materials that ignore rotation/scale (i.e. billboards).
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mat4 txform = mat4(vec4(0.0), vec4(0.0), vec4(0.0), vec4(-FLT_MAX, -FLT_MAX, -FLT_MAX, 0.0));
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if (bool(floatBitsToUint(velocity_flags.w) & PARTICLE_FLAG_ACTIVE)) {
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#ifdef MODE_3D
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txform = transpose(mat4(xform_1, xform_2, xform_3, vec4(0.0, 0.0, 0.0, 1.0)));
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#else
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txform = transpose(mat4(xform_1, xform_2, vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)));
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#endif
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switch (align_mode) {
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case TRANSFORM_ALIGN_DISABLED: {
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} break; //nothing
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case TRANSFORM_ALIGN_Z_BILLBOARD: {
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mat3 local = mat3(normalize(cross(align_up, sort_direction)), align_up, sort_direction);
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local = local * mat3(txform);
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txform[0].xyz = local[0];
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txform[1].xyz = local[1];
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txform[2].xyz = local[2];
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} break;
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case TRANSFORM_ALIGN_Y_TO_VELOCITY: {
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vec3 v = velocity_flags.xyz;
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float s = (length(txform[0]) + length(txform[1]) + length(txform[2])) / 3.0;
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if (length(v) > 0.0) {
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txform[1].xyz = normalize(v);
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} else {
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txform[1].xyz = normalize(txform[1].xyz);
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}
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txform[0].xyz = normalize(cross(txform[1].xyz, txform[2].xyz));
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txform[2].xyz = vec3(0.0, 0.0, 1.0) * s;
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txform[0].xyz *= s;
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txform[1].xyz *= s;
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} break;
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case TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY: {
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vec3 sv = velocity_flags.xyz - sort_direction * dot(sort_direction, velocity_flags.xyz); //screen velocity
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float s = (length(txform[0]) + length(txform[1]) + length(txform[2])) / 3.0;
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if (length(sv) == 0.0) {
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sv = align_up;
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}
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sv = normalize(sv);
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txform[0].xyz = normalize(cross(sv, sort_direction)) * s;
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txform[1].xyz = sv * s;
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txform[2].xyz = sort_direction * s;
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} break;
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}
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txform[3].xyz += velocity_flags.xyz * frame_remainder;
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#ifndef MODE_3D
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// In global mode, bring 2D particles to local coordinates
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// as they will be drawn with the node position as origin.
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txform = inv_emission_transform * txform;
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#endif
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}
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txform = transpose(txform);
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instance_color_custom_data = uvec4(packHalf2x16(color.xy), packHalf2x16(color.zw), packHalf2x16(custom.xy), packHalf2x16(custom.zw));
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out_xform_1 = txform[0];
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out_xform_2 = txform[1];
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#ifdef MODE_3D
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out_xform_3 = txform[2];
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#endif
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}
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/* clang-format off */
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#[fragment]
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void main() {
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}
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/* clang-format on */
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