69 lines
No EOL
1.3 KiB
GLSL
69 lines
No EOL
1.3 KiB
GLSL
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layout (points) in;
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layout (line_strip) out;
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layout (max_vertices = 4) out;
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// OF handled uniforms and attributes.
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uniform mat4 projectionMatrix;
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uniform float u_time;
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uniform int uEnergy;
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// App specific uniforms and attributes.
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// uniform float uSpriteSize;
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in vec4 vPosition[];
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in vec4 vPrevPosition[];
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in vec2 vTexCoord[];
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flat in int vValid[];
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out vec2 texCoordVarying;
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in vec3 vPos[];
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in vec4 vTarget[];
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in float vTemperature[];
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in float vAge[];
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out vec3 gPos;
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out vec4 gTarget;
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out float gTemperature;
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out float gAge;
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void main()
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{
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float uSpriteSize = 1;
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texCoordVarying = vTexCoord[0];
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gPos = vPos[0];
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gTarget = vTarget[0];
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gTemperature = vTemperature[0];
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gAge = vAge[0];
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if(gAge >= 1) return;
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for (int i = 0; i < gl_in.length(); ++i)
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{
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vec3 vOffset;
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if(uEnergy > 0) {
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if(gAge < 0.005) return;
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vOffset = (vPrevPosition[i].xyz - vPosition[i].xyz);
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vOffset += normalize(vOffset) * 10;
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}
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else {
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vOffset = vec3(1,0,0);
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}
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vec4 shiftPos = vec4(vOffset, 0) + vPosition[i];
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gl_Position = projectionMatrix * (vPosition[i] + vec4(0.0, 0.0, 0.0, 0.0) * uSpriteSize);
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EmitVertex();
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if (u_time > 10) { // hack
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gl_Position = projectionMatrix * (shiftPos + vec4(0.0, 0.0, 0.0, 0.0) * uSpriteSize);
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EmitVertex();
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EndPrimitive();
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}
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EndPrimitive();
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}
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} |