realityplayground-of/zoneb/bin/data/shaders/particles/draw.geom
2020-11-01 19:19:56 +01:00

69 lines
No EOL
1.3 KiB
GLSL

layout (points) in;
layout (line_strip) out;
layout (max_vertices = 4) out;
// OF handled uniforms and attributes.
uniform mat4 projectionMatrix;
uniform float u_time;
uniform int uEnergy;
// App specific uniforms and attributes.
// uniform float uSpriteSize;
in vec4 vPosition[];
in vec4 vPrevPosition[];
in vec2 vTexCoord[];
flat in int vValid[];
out vec2 texCoordVarying;
in vec3 vPos[];
in vec4 vTarget[];
in float vTemperature[];
in float vAge[];
out vec3 gPos;
out vec4 gTarget;
out float gTemperature;
out float gAge;
void main()
{
float uSpriteSize = 1;
texCoordVarying = vTexCoord[0];
gPos = vPos[0];
gTarget = vTarget[0];
gTemperature = vTemperature[0];
gAge = vAge[0];
if(gAge >= 1) return;
for (int i = 0; i < gl_in.length(); ++i)
{
vec3 vOffset;
if(uEnergy > 0) {
if(gAge < 0.005) return;
vOffset = (vPrevPosition[i].xyz - vPosition[i].xyz);
vOffset += normalize(vOffset) * 10;
}
else {
vOffset = vec3(1,0,0);
}
vec4 shiftPos = vec4(vOffset, 0) + vPosition[i];
gl_Position = projectionMatrix * (vPosition[i] + vec4(0.0, 0.0, 0.0, 0.0) * uSpriteSize);
EmitVertex();
if (u_time > 10) { // hack
gl_Position = projectionMatrix * (shiftPos + vec4(0.0, 0.0, 0.0, 0.0) * uSpriteSize);
EmitVertex();
EndPrimitive();
}
EndPrimitive();
}
}