realityplayground-of/zoneb/bin/data/shaders/particles/draw.geom
2020-10-31 20:59:19 +01:00

83 lines
No EOL
1.9 KiB
GLSL

layout (points) in;
layout (line_strip) out;
layout (max_vertices = 16) 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 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];
if(gAge >= 1) return;
for (int i = 0; i < gl_in.length(); ++i)
{
vec3 vOffset;
if(uEnergy > 0) {
if(gAge < 0.01) return;
vOffset = (vPrevPosition[i].xyz - vPosition[i].xyz);
vOffset += normalize(vOffset) * 10;
}
else {
vOffset = (vPrevPosition[i].xyz - vPosition[i].xyz);
vOffset += normalize(vOffset) * 2;
vOffset = vec3(1,0,0);
}
// if(length(vOffset) < 4) {
// vOffset = normalize(vOffset) * 4;
// }
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();
// if(gAge > 0 && gTarget.w > 0) {
// for(int j = 0; j < 2; j++) {
// gl_Position = projectionMatrix * (vPosition[i] + vec4(0.0, float(j+1), 0.0, 0.0) * uSpriteSize);
// EmitVertex();
// gl_Position = projectionMatrix * (shiftPos + vec4(0.0, float(j+1), 0.0, 0.0) * uSpriteSize);
// EmitVertex();
// }
// }
}
EndPrimitive();
}
}