4c710780d4
Async. compilation via ubershader is currently available in the scene and particles shaders only. Bonus: - Use `#if defined()` syntax for not true conditionals, so they don't unnecessarily take a bit in the version flagset. - Remove unused `ENABLE_CLIP_ALPHA` from scene shader. - Remove unused `PARTICLES_COPY` from the particles shader. - Remove unused uniform related code. - Shader language/compiler: use ordered hash maps for deterministic code generation (needed for caching).
257 lines
5.3 KiB
GLSL
257 lines
5.3 KiB
GLSL
/* clang-format off */
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[vertex]
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#if defined(IS_UBERSHADER)
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uniform highp int ubershader_flags;
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#endif
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layout(location = 0) in highp vec4 color;
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/* clang-format on */
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layout(location = 1) in highp vec4 velocity_active;
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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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layout(location = 5) in highp vec4 xform_3;
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struct Attractor {
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vec3 pos;
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vec3 dir;
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float radius;
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float eat_radius;
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float strength;
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float attenuation;
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};
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#define MAX_ATTRACTORS 64
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uniform bool emitting;
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uniform float system_phase;
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uniform float prev_system_phase;
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uniform int total_particles;
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uniform float explosiveness;
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uniform float randomness;
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uniform float time;
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uniform float delta;
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uniform int attractor_count;
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uniform Attractor attractors[MAX_ATTRACTORS];
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uniform bool clear;
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uniform uint cycle;
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uniform float lifetime;
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uniform mat4 emission_transform;
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uniform uint random_seed;
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out highp vec4 out_color; //tfb:
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out highp vec4 out_velocity_active; //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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out highp vec4 out_xform_3; //tfb:
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#if defined(USE_MATERIAL)
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/* clang-format off */
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layout(std140) uniform UniformData { //ubo:0
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MATERIAL_UNIFORMS
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};
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/* clang-format on */
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#endif
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/* clang-format off */
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VERTEX_SHADER_GLOBALS
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/* clang-format on */
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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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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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float restart_phase = float(gl_VertexID) / 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 += uint(gl_VertexID);
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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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bool restart = false;
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bool shader_active = velocity_active.a > 0.5;
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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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#ifdef USE_FRACTIONAL_DELTA //ubershader-runtime
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local_delta = (system_phase - restart_phase) * lifetime;
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#endif //ubershader-runtime
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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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#ifdef USE_FRACTIONAL_DELTA //ubershader-runtime
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local_delta = (1.0 - restart_phase + system_phase) * lifetime;
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#endif //ubershader-runtime
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} else if (restart_phase < system_phase) {
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restart = true;
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#ifdef USE_FRACTIONAL_DELTA //ubershader-runtime
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local_delta = (system_phase - restart_phase) * lifetime;
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#endif //ubershader-runtime
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}
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}
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uint current_cycle = cycle;
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if (system_phase < restart_phase) {
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current_cycle -= uint(1);
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}
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uint particle_number = current_cycle * uint(total_particles) + uint(gl_VertexID);
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int index = int(gl_VertexID);
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if (restart) {
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shader_active = emitting;
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}
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mat4 xform;
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#if defined(ENABLE_KEEP_DATA)
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if (clear) {
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#else
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if (clear || restart) {
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#endif
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out_color = vec4(1.0);
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out_velocity_active = vec4(0.0);
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out_custom = vec4(0.0);
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if (!restart)
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shader_active = false;
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xform = mat4(
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vec4(1.0, 0.0, 0.0, 0.0),
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vec4(0.0, 1.0, 0.0, 0.0),
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vec4(0.0, 0.0, 1.0, 0.0),
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vec4(0.0, 0.0, 0.0, 1.0));
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} else {
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out_color = color;
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out_velocity_active = velocity_active;
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out_custom = custom;
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xform = transpose(mat4(xform_1, xform_2, xform_3, vec4(vec3(0.0), 1.0)));
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}
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if (shader_active) {
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//execute shader
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{
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/* clang-format off */
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VERTEX_SHADER_CODE
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/* clang-format on */
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}
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#if !defined(DISABLE_FORCE)
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if (false) {
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vec3 force = vec3(0.0);
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for (int i = 0; i < attractor_count; i++) {
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vec3 rel_vec = xform[3].xyz - attractors[i].pos;
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float dist = length(rel_vec);
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if (attractors[i].radius < dist)
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continue;
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if (attractors[i].eat_radius > 0.0 && attractors[i].eat_radius > dist) {
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out_velocity_active.a = 0.0;
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}
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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)) {
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//towards center
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force += attractors[i].strength * rel_vec * attenuation * mass;
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} else {
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force += attractors[i].strength * attractors[i].dir * attenuation * mass;
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}
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}
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out_velocity_active.xyz += force * local_delta;
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}
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#endif
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#if !defined(DISABLE_VELOCITY)
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if (true) {
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xform[3].xyz += out_velocity_active.xyz * local_delta;
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}
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#endif
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} else {
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xform = mat4(0.0);
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}
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xform = transpose(xform);
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out_velocity_active.a = mix(0.0, 1.0, shader_active);
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out_xform_1 = xform[0];
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out_xform_2 = xform[1];
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out_xform_3 = xform[2];
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}
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/* clang-format off */
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[fragment]
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#if defined(IS_UBERSHADER)
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uniform highp int ubershader_flags;
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#endif
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// any code here is never executed, stuff is filled just so it works
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#if defined(USE_MATERIAL)
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layout(std140) uniform UniformData {
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MATERIAL_UNIFORMS
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};
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#endif
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FRAGMENT_SHADER_GLOBALS
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void main() {
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{
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LIGHT_SHADER_CODE
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}
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{
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FRAGMENT_SHADER_CODE
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}
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}
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/* clang-format on */
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