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path: root/drivers/gles3/shaders/particles.glsl
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Diffstat (limited to 'drivers/gles3/shaders/particles.glsl')
-rw-r--r--drivers/gles3/shaders/particles.glsl167
1 files changed, 167 insertions, 0 deletions
diff --git a/drivers/gles3/shaders/particles.glsl b/drivers/gles3/shaders/particles.glsl
new file mode 100644
index 0000000000..e72f12cc5e
--- /dev/null
+++ b/drivers/gles3/shaders/particles.glsl
@@ -0,0 +1,167 @@
+[vertex]
+
+
+
+layout(location=0) in highp vec4 color;
+layout(location=1) in highp vec4 velocity_active;
+layout(location=2) in highp vec4 custom;
+layout(location=3) in highp vec4 xform_1;
+layout(location=4) in highp vec4 xform_2;
+layout(location=5) in highp vec4 xform_3;
+
+
+struct Attractor {
+
+ vec3 pos;
+ vec3 dir;
+ float radius;
+ float eat_radius;
+ float strength;
+ float attenuation;
+};
+
+#define MAX_ATTRACTORS 64
+
+uniform mat4 origin;
+uniform float system_phase;
+uniform float prev_system_phase;
+uniform float total_particles;
+uniform float explosiveness;
+uniform vec4 time;
+uniform float delta;
+uniform vec3 gravity;
+uniform int attractor_count;
+uniform Attractor attractors[MAX_ATTRACTORS];
+
+
+out highp vec4 out_color; //tfb:
+out highp vec4 out_velocity_active; //tfb:
+out highp vec4 out_custom; //tfb:
+out highp vec4 out_xform_1; //tfb:
+out highp vec4 out_xform_2; //tfb:
+out highp vec4 out_xform_3; //tfb:
+
+VERTEX_SHADER_GLOBALS
+
+#if defined(USE_MATERIAL)
+
+layout(std140) uniform UniformData { //ubo:0
+
+MATERIAL_UNIFORMS
+
+};
+
+#endif
+
+void main() {
+
+ bool apply_forces=true;
+ bool apply_velocity=true;
+
+ float mass = 1.0;
+
+ float restart_phase = float(gl_InstanceID)/total_particles;
+ restart_phase*= explosiveness;
+ bool restart=false;
+ bool active = out_velocity_active.a > 0.5;
+
+ if (system_phase > prev_system_phase) {
+ restart = prev_system_phase < restart_phase && system_phase >= restart_phase;
+ } else {
+ restart = prev_system_phase < restart_phase || system_phase >= restart_phase;
+ }
+
+ if (restart) {
+ active=true;
+ }
+
+ out_color=color;
+ out_velocity_active=velocity_active;
+ out_custom=custom;
+
+ mat4 xform = transpose(mat4(xform_1,xform_2,xform_3,vec4(vec3(0.0),1.0)));
+
+
+ out_rot_active=rot_active;
+
+ if (active) {
+ //execute shader
+
+ {
+ VERTEX_SHADER_CODE
+ }
+
+#if !defined(DISABLE_FORCE)
+
+ {
+
+ vec3 force = gravity;
+ for(int i=0;i<attractor_count;i++) {
+
+ vec3 rel_vec = out_pos_lifetime.xyz - attractors[i].pos;
+ float dist = rel_vec.length();
+ if (attractors[i].radius < dist)
+ continue;
+ if (attractors[i].eat_radius>0 && attractors[i].eat_radius > dist) {
+ out_velocity_active.a=0.0;
+ }
+
+ rel_vec = normalize(rel_vec);
+
+ float attenuation = pow(dist / attractors[i].radius,attractors[i].attenuation);
+
+ if (attractors[i].dir==vec3(0.0)) {
+ //towards center
+ force+=attractors[i].strength * rel_vec * attenuation * mass;
+ } else {
+ force+=attractors[i].strength * attractors[i].dir * attenuation *mass;
+
+ }
+ }
+
+ out_velocity_seed.xyz += force * delta;
+ }
+#endif
+
+#if !defined(DISABLE_VELOCITY)
+
+ {
+
+ out_pos_lifetime.xyz += out_velocity_seed.xyz * delta;
+ }
+#endif
+ }
+
+ xform = transpose(xform);
+
+ out_velocity_active.a = mix(0.0,1.0,active);
+
+ out_xform_1 = xform[0];
+ out_xform_2 = xform[1];
+ out_xform_3 = xform[2];
+
+
+}
+
+[fragment]
+
+//any code here is never executed, stuff is filled just so it works
+
+FRAGMENT_SHADER_GLOBALS
+
+#if defined(USE_MATERIAL)
+
+layout(std140) uniform UniformData {
+
+MATERIAL_UNIFORMS
+
+};
+
+#endif
+
+void main() {
+
+ {
+ FRAGMENT_SHADER_CODE
+ }
+}