realityplayground-of/zoneb/bin/data/shaders/particles/update.frag

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2020-10-20 12:02:10 +00:00
#extension GL_ARB_explicit_attrib_location : enable
// ping pong inputs
uniform sampler2DRect particles0;
uniform sampler2DRect particles1;
uniform sampler2DRect particles2;
uniform sampler2DRect u_depth;
uniform sampler2DRect u_world;
uniform sampler2DRect u_v4l2cam;
uniform ivec2 uFrameSize;
uniform ivec2 uDepthFrameSize;
uniform vec3 mouse;
uniform float radiusSquared;
uniform float elapsed;
in vec2 texCoordVarying;
layout(location = 0) out vec4 posOut;
layout(location = 1) out vec4 velOut;
layout(location = 2) out vec4 misOut;
void main()
{
float depth = texture(u_depth, texCoordVarying.st).x;
vec4 ray = texture(u_world, texCoordVarying.st);
float vValid = (depth != 0 && ray.x != 0 && ray.y != 0) ? 1 : 0;
if(depth < 0.012) vValid = 0;
if(depth > 0.04) vValid = 0;
vec4 posWorld = vec4(1);
posWorld.z = -depth * 65535.0; // Remap to float range.
posWorld.x = ray.x * posWorld.z;
posWorld.y = ray.y * posWorld.z;
vec3 pos = texture(particles0, texCoordVarying.st).xyz;
pos = posWorld.xyz;
vec3 vel = texture(particles1, texCoordVarying.st).xyz;
// mouse attraction
vec3 direction = mouse - pos.xyz;
float distSquared = dot(direction, direction);
float magnitude = 500.0 * (1.0 - distSquared / radiusSquared);
vec3 force = step(distSquared, radiusSquared) * magnitude * normalize(direction);
// gravity
force += vec3(0.0, -0.5, 0.0);
// accelerate
vel += elapsed * force;
// bounce off the sides
vel.x *= step(abs(pos.x), 512.0) * 2.0 - 1.0;
vel.y *= step(abs(pos.y), 384.0) * 2.0 - 1.0;
// damping
vel *= 0.995;
// move
pos += elapsed * vel;
posOut = vec4(pos, 1.0);
velOut = vec4(vel, 0.0);
}