godot/drivers/gles3/shaders/particles.glsl

168 lines
3.0 KiB
GLSL

[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 mat4 origin;
uniform float system_phase;
uniform float prev_system_phase;
uniform float total_particles;
uniform float explosiveness;
uniform vec4 time;
uniform float delta;
uniform vec3 gravity;
uniform int attractor_count;
uniform Attractor attractors[MAX_ATTRACTORS];
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:
VERTEX_SHADER_GLOBALS
#if defined(USE_MATERIAL)
layout(std140) uniform UniformData { //ubo:0
MATERIAL_UNIFORMS
};
#endif
void main() {
bool apply_forces=true;
bool apply_velocity=true;
float mass = 1.0;
float restart_phase = float(gl_InstanceID)/total_particles;
restart_phase*= explosiveness;
bool restart=false;
bool active = out_velocity_active.a > 0.5;
if (system_phase > prev_system_phase) {
restart = prev_system_phase < restart_phase && system_phase >= restart_phase;
} else {
restart = prev_system_phase < restart_phase || system_phase >= restart_phase;
}
if (restart) {
active=true;
}
out_color=color;
out_velocity_active=velocity_active;
out_custom=custom;
mat4 xform = transpose(mat4(xform_1,xform_2,xform_3,vec4(vec3(0.0),1.0)));
out_rot_active=rot_active;
if (active) {
//execute shader
{
VERTEX_SHADER_CODE
}
#if !defined(DISABLE_FORCE)
{
vec3 force = gravity;
for(int i=0;i<attractor_count;i++) {
vec3 rel_vec = out_pos_lifetime.xyz - attractors[i].pos;
float dist = rel_vec.length();
if (attractors[i].radius < dist)
continue;
if (attractors[i].eat_radius>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_seed.xyz += force * delta;
}
#endif
#if !defined(DISABLE_VELOCITY)
{
out_pos_lifetime.xyz += out_velocity_seed.xyz * delta;
}
#endif
}
xform = transpose(xform);
out_velocity_active.a = mix(0.0,1.0,active);
out_xform_1 = xform[0];
out_xform_2 = xform[1];
out_xform_3 = xform[2];
}
[fragment]
//any code here is never executed, stuff is filled just so it works
FRAGMENT_SHADER_GLOBALS
#if defined(USE_MATERIAL)
layout(std140) uniform UniformData {
MATERIAL_UNIFORMS
};
#endif
void main() {
{
FRAGMENT_SHADER_CODE
}
}