realityplayground-of/zoneb/bin/data/shaders/particles/draw.geom
2020-10-31 19:47:59 +01:00

69 lines
No EOL
1.5 KiB
GLSL

layout (points) in;
layout (triangle_strip) out;
layout (max_vertices = 4) out;
// OF handled uniforms and attributes.
uniform mat4 projectionMatrix;
uniform float u_time;
// 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 vec2 gTexCoord;
out vec3 gPos;
out vec4 gTarget;
out float gTemperature;
out float gAge;
void main()
{
float uSpriteSize = 1;
// if (vValid[0] == 0) return;
texCoordVarying = vTexCoord[0];
gPos = vPos[0];
gTarget = vTarget[0];
gTemperature = vTemperature[0];
gAge = vAge[0];
for (int i = 0; i < gl_in.length(); ++i)
{
vec3 vOffset = (vPrevPosition[i].xyz - vPosition[i].xyz) * 4;
vOffset += normalize(vOffset) * 10;
// if(length(vOffset) < 4) {
// vOffset = normalize(vOffset) * 4;
// }
vec4 shiftPos = vec4(vOffset, 1) + vPosition[i];
gl_Position = projectionMatrix * (vPosition[i] + vec4(0.0, 1.0, 0.0, 0.0) * uSpriteSize);
EmitVertex();
if (u_time > 10) { // hack
gl_Position = projectionMatrix * (shiftPos + vec4(0.0, 1.0, 0.0, 0.0) * uSpriteSize);
EmitVertex();
gl_Position = projectionMatrix * (vPosition[i] + vec4(0.0, -1.0, 0.0, 0.0) * uSpriteSize);
EmitVertex();
gl_Position = projectionMatrix * (shiftPos + vec4(0.0, -1.0, 0.0, 0.0) * uSpriteSize);
EmitVertex();
}
EndPrimitive();
}
}