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[require]
GLSL >= 3.30
[fragment shader]
#version 330
#define GLES_OVER_GL
#define USE_FRACTIONAL_DELTA
#define USE_MATERIAL
precision highp float;
precision highp int;
// any code here is never executed, stuff is filled just so it works
#if defined(USE_MATERIAL)
layout(std140) uniform UniformData {
vec3 m_direction;
float m_spread;
float m_flatness;
float m_initial_linear_velocity;
float m_initial_angle;
float m_angular_velocity;
float m_orbit_velocity;
float m_linear_accel;
float m_radial_accel;
float m_tangent_accel;
float m_damping;
float m_scale;
float m_hue_variation;
float m_anim_speed;
float m_anim_offset;
float m_initial_linear_velocity_random;
float m_initial_angle_random;
float m_angular_velocity_random;
float m_orbit_velocity_random;
float m_linear_accel_random;
float m_radial_accel_random;
float m_tangent_accel_random;
float m_damping_random;
float m_scale_random;
float m_hue_variation_random;
float m_anim_speed_random;
float m_anim_offset_random;
float m_lifetime_randomness;
float m_emission_sphere_radius;
vec4 m_color_value;
int m_trail_divisor;
vec3 m_gravity;
};
#endif
uniform sampler2D m_color_ramp;
void main() {
{
}
{
}
}
/* clang-format on */
[vertex shader]
#version 330
#define GLES_OVER_GL
#define USE_FRACTIONAL_DELTA
#define USE_MATERIAL
precision highp float;
precision highp int;
layout(location = 0) in highp vec4 color;
/* clang-format on */
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 bool emitting;
uniform float system_phase;
uniform float prev_system_phase;
uniform int total_particles;
uniform float explosiveness;
uniform float randomness;
uniform float time;
uniform float delta;
uniform int attractor_count;
uniform Attractor attractors[MAX_ATTRACTORS];
uniform bool clear;
uniform uint cycle;
uniform float lifetime;
uniform mat4 emission_transform;
uniform uint random_seed;
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:
#if defined(USE_MATERIAL)
/* clang-format off */
layout(std140) uniform UniformData { //ubo:0
vec3 m_direction;
float m_spread;
float m_flatness;
float m_initial_linear_velocity;
float m_initial_angle;
float m_angular_velocity;
float m_orbit_velocity;
float m_linear_accel;
float m_radial_accel;
float m_tangent_accel;
float m_damping;
float m_scale;
float m_hue_variation;
float m_anim_speed;
float m_anim_offset;
float m_initial_linear_velocity_random;
float m_initial_angle_random;
float m_angular_velocity_random;
float m_orbit_velocity_random;
float m_linear_accel_random;
float m_radial_accel_random;
float m_tangent_accel_random;
float m_damping_random;
float m_scale_random;
float m_hue_variation_random;
float m_anim_speed_random;
float m_anim_offset_random;
float m_lifetime_randomness;
float m_emission_sphere_radius;
vec4 m_color_value;
int m_trail_divisor;
vec3 m_gravity;
};
/* clang-format on */
#endif
/* clang-format off */
uniform sampler2D m_color_ramp;
uint m_hash(uint m_x)
{
m_x=(((m_x>>16u)^m_x)*73244475u);
m_x=(((m_x>>16u)^m_x)*73244475u);
m_x=((m_x>>16u)^m_x);
return m_x; }
float m_rand_from_seed(inout uint m_seed)
{
int m_k;
int m_s=int(m_seed);
if ((m_s==0))
{
m_s=305420679;
}
m_k=(m_s/127773);
m_s=((16807*(m_s-(m_k*127773)))-(2836*m_k));
if ((m_s<0))
{
m_s+=2147483647;
}
m_seed=uint(m_s);
return (float((m_seed%65536u))/65535.0); }
float m_rand_from_seed_m1_p1(inout uint m_seed)
{
return ((m_rand_from_seed(m_seed)*2.0)-1.0); }
/* clang-format on */
uint hash(uint x) {
x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b);
x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b);
x = (x >> uint(16)) ^ x;
return x;
}
void main() {
#ifdef PARTICLES_COPY
out_color = color;
out_velocity_active = velocity_active;
out_custom = custom;
out_xform_1 = xform_1;
out_xform_2 = xform_2;
out_xform_3 = xform_3;
#else
bool apply_forces = true;
bool apply_velocity = true;
float local_delta = delta;
float mass = 1.0;
float restart_phase = float(gl_VertexID) / float(total_particles);
if (randomness > 0.0) {
uint seed = cycle;
if (restart_phase >= system_phase) {
seed -= uint(1);
}
seed *= uint(total_particles);
seed += uint(gl_VertexID);
float random = float(hash(seed) % uint(65536)) / 65536.0;
restart_phase += randomness * random * 1.0 / float(total_particles);
}
restart_phase *= (1.0 - explosiveness);
bool restart = false;
bool shader_active = velocity_active.a > 0.5;
if (system_phase > prev_system_phase) {
// restart_phase >= prev_system_phase is used so particles emit in the first frame they are processed
if (restart_phase >= prev_system_phase && restart_phase < system_phase) {
restart = true;
#ifdef USE_FRACTIONAL_DELTA
local_delta = (system_phase - restart_phase) * lifetime;
#endif
}
} else if (delta > 0.0) {
if (restart_phase >= prev_system_phase) {
restart = true;
#ifdef USE_FRACTIONAL_DELTA
local_delta = (1.0 - restart_phase + system_phase) * lifetime;
#endif
} else if (restart_phase < system_phase) {
restart = true;
#ifdef USE_FRACTIONAL_DELTA
local_delta = (system_phase - restart_phase) * lifetime;
#endif
}
}
uint current_cycle = cycle;
if (system_phase < restart_phase) {
current_cycle -= uint(1);
}
uint particle_number = current_cycle * uint(total_particles) + uint(gl_VertexID);
int index = int(gl_VertexID);
if (restart) {
shader_active = emitting;
}
mat4 xform;
#if defined(ENABLE_KEEP_DATA)
if (clear) {
#else
if (clear || restart) {
#endif
out_color = vec4(1.0);
out_velocity_active = vec4(0.0);
out_custom = vec4(0.0);
if (!restart)
shader_active = false;
xform = mat4(
vec4(1.0, 0.0, 0.0, 0.0),
vec4(0.0, 1.0, 0.0, 0.0),
vec4(0.0, 0.0, 1.0, 0.0),
vec4(0.0, 0.0, 0.0, 1.0));
} else {
out_color = color;
out_velocity_active = velocity_active;
out_custom = custom;
xform = transpose(mat4(xform_1, xform_2, xform_3, vec4(vec3(0.0), 1.0)));
}
if (shader_active) {
//execute shader
{
/* clang-format off */
{
uint m_base_number=(particle_number/uint(m_trail_divisor));
uint m_alt_seed=m_hash(((m_base_number+1u)+random_seed));
float m_angle_rand=m_rand_from_seed(m_alt_seed);
float m_scale_rand=m_rand_from_seed(m_alt_seed);
float m_hue_rot_rand=m_rand_from_seed(m_alt_seed);
float m_anim_offset_rand=m_rand_from_seed(m_alt_seed);
float m_pi=3.14159;
float m_degree_to_rad=(m_pi/180.0);
bool m_restart=false;
float m_tv=0.0;
if ((out_custom.y>out_custom.w))
{
{
m_restart=true;
m_tv=1.0;
}
;
}
if ((restart||m_restart))
{
{
uint m_alt_restart_seed=m_hash(((m_base_number+301184u)+random_seed));
float m_tex_linear_velocity=0.0;
float m_tex_angle=0.0;
float m_tex_anim_offset=0.0;
float m_spread_rad=(m_spread*m_degree_to_rad);
{
float m_angle1_rad=(m_rand_from_seed_m1_p1(m_alt_restart_seed)*m_spread_rad);
m_angle1_rad+=((m_direction.x!=0.0)?atan(m_direction.y, m_direction.x):(sign(m_direction.y)*(m_pi/2.0)));
vec3 m_rot=vec3(cos(m_angle1_rad), sin(m_angle1_rad), 0.0);
out_velocity_active.xyz=((m_rot*m_initial_linear_velocity)*mix(1.0, m_rand_from_seed(m_alt_restart_seed), m_initial_linear_velocity_random));
}
;
float m_base_angle=((m_initial_angle+m_tex_angle)*mix(1.0, m_angle_rand, m_initial_angle_random));
out_custom.x=(m_base_angle*m_degree_to_rad);
out_custom.y=0.0;
out_custom.w=(1.0-(m_lifetime_randomness*m_rand_from_seed(m_alt_restart_seed)));
out_custom.z=((m_anim_offset+m_tex_anim_offset)*mix(1.0, m_anim_offset_rand, m_anim_offset_random));
float m_s=((m_rand_from_seed(m_alt_restart_seed)*2.0)-1.0);
float m_t=((m_rand_from_seed(m_alt_restart_seed)*2.0)*m_pi);
float m_radius=(m_emission_sphere_radius*sqrt((1.0-(m_s*m_s))));
xform[3].xyz=vec3((m_radius*cos(m_t)), (m_radius*sin(m_t)), (m_emission_sphere_radius*m_s));
out_velocity_active.xyz=(emission_transform*vec4(out_velocity_active.xyz, 0.0)).xyz;
xform=(emission_transform*xform);
out_velocity_active.xyz.z=0.0;
xform[3].z=0.0;
}
;
}
else
{
{
out_custom.y+=(local_delta/lifetime);
m_tv=(out_custom.y/out_custom.w);
float m_tex_linear_velocity=0.0;
float m_tex_orbit_velocity=0.0;
float m_tex_angular_velocity=0.0;
float m_tex_linear_accel=0.0;
float m_tex_radial_accel=0.0;
float m_tex_tangent_accel=0.0;
float m_tex_damping=0.0;
float m_tex_angle=0.0;
float m_tex_anim_speed=0.0;
float m_tex_anim_offset=0.0;
vec3 m_force=m_gravity;
vec3 m_pos=xform[3].xyz;
m_pos.z=0.0;
m_force+=((length(out_velocity_active.xyz)>0.0)?((normalize(out_velocity_active.xyz)*(m_linear_accel+m_tex_linear_accel))*mix(1.0, m_rand_from_seed(m_alt_seed), m_linear_accel_random)):vec3(0.0,0.0,0.0));
vec3 m_org=emission_transform[3].xyz;
vec3 m_diff=(m_pos-m_org);
m_force+=((length(m_diff)>0.0)?((normalize(m_diff)*(m_radial_accel+m_tex_radial_accel))*mix(1.0, m_rand_from_seed(m_alt_seed), m_radial_accel_random)):vec3(0.0,0.0,0.0));
m_force+=((length(m_diff.yx)>0.0)?(vec3(normalize((m_diff.yx*vec2(-1.0,1.0))), 0.0)*((m_tangent_accel+m_tex_tangent_accel)*mix(1.0, m_rand_from_seed(m_alt_seed), m_tangent_accel_random))):vec3(0.0,0.0,0.0));
out_velocity_active.xyz+=(m_force*local_delta);
float m_orbit_amount=((m_orbit_velocity+m_tex_orbit_velocity)*mix(1.0, m_rand_from_seed(m_alt_seed), m_orbit_velocity_random));
if ((m_orbit_amount!=0.0))
{
{
float m_ang=(((m_orbit_amount*local_delta)*m_pi)*2.0);
mat2 m_rot=mat2(vec2(cos(m_ang), -sin(m_ang)), vec2(sin(m_ang), cos(m_ang)));
xform[3].xy-=m_diff.xy;
xform[3].xy+=(m_rot*m_diff.xy);
}
;
}
if (((m_damping+m_tex_damping)>0.0))
{
{
float m_v=length(out_velocity_active.xyz);
float m_damp=((m_damping+m_tex_damping)*mix(1.0, m_rand_from_seed(m_alt_seed), m_damping_random));
m_v-=(m_damp*local_delta);
if ((m_v<0.0))
{
{
out_velocity_active.xyz=vec3(0.0,0.0,0.0);
}
;
}
else
{
{
out_velocity_active.xyz=(normalize(out_velocity_active.xyz)*m_v);
}
;
}
}
;
}
float m_base_angle=((m_initial_angle+m_tex_angle)*mix(1.0, m_angle_rand, m_initial_angle_random));
m_base_angle+=(((out_custom.y*lifetime)*(m_angular_velocity+m_tex_angular_velocity))*mix(1.0, ((m_rand_from_seed(m_alt_seed)*2.0)-1.0), m_angular_velocity_random));
out_custom.x=(m_base_angle*m_degree_to_rad);
out_custom.z=(((m_anim_offset+m_tex_anim_offset)*mix(1.0, m_anim_offset_rand, m_anim_offset_random))+((out_custom.y*(m_anim_speed+m_tex_anim_speed))*mix(1.0, m_rand_from_seed(m_alt_seed), m_anim_speed_random)));
}
;
}
float m_tex_scale=1.0;
float m_tex_hue_variation=0.0;
float m_hue_rot_angle=((((m_hue_variation+m_tex_hue_variation)*m_pi)*2.0)*mix(1.0, ((m_hue_rot_rand*2.0)-1.0), m_hue_variation_random));
float m_hue_rot_c=cos(m_hue_rot_angle);
float m_hue_rot_s=sin(m_hue_rot_angle);
mat4 m_hue_rot_mat=((mat4(0.299,0.587,0.114,0.0,0.299,0.587,0.114,0.0,0.299,0.587,0.114,0.0,0.0,0.0,0.0,1.0)+(mat4(0.701,-0.587,-0.114,0.0,-0.299,0.413,-0.114,0.0,-0.3,-0.588,0.886,0.0,0.0,0.0,0.0,0.0)*m_hue_rot_c))+(mat4(0.168,0.33,-0.497,0.0,-0.328,0.035,0.292,0.0,1.25,-1.05,-0.203,0.0,0.0,0.0,0.0,0.0)*m_hue_rot_s));
out_color=((m_hue_rot_mat*textureLod(m_color_ramp, vec2(m_tv, 0.0), 0.0))*m_color_value);
xform[0]=vec4(cos(out_custom.x), -sin(out_custom.x), 0.0, 0.0);
xform[1]=vec4(sin(out_custom.x), cos(out_custom.x), 0.0, 0.0);
xform[2]=vec4(0.0,0.0,1.0,0.0);
float m_base_scale=(m_tex_scale*mix(m_scale, 1.0, (m_scale_random*m_scale_rand)));
if ((m_base_scale<1e-06))
{
{
m_base_scale=1e-06;
}
;
}
xform[0].xyz*=m_base_scale;
xform[1].xyz*=m_base_scale;
xform[2].xyz*=m_base_scale;
out_velocity_active.xyz.z=0.0;
xform[3].z=0.0;
if ((out_custom.y>out_custom.w))
{
{
shader_active=false;
}
;
}
}
/* clang-format on */
}
#if !defined(DISABLE_FORCE)
if (false) {
vec3 force = vec3(0.0);
for (int i = 0; i < attractor_count; i++) {
vec3 rel_vec = xform[3].xyz - attractors[i].pos;
float dist = length(rel_vec);
if (attractors[i].radius < dist)
continue;
if (attractors[i].eat_radius > 0.0 && 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_active.xyz += force * local_delta;
}
#endif
#if !defined(DISABLE_VELOCITY)
if (true) {
xform[3].xyz += out_velocity_active.xyz * local_delta;
}
#endif
} else {
xform = mat4(0.0);
}
xform = transpose(xform);
out_velocity_active.a = mix(0.0, 1.0, shader_active);
out_xform_1 = xform[0];
out_xform_2 = xform[1];
out_xform_3 = xform[2];
#endif //PARTICLES_COPY
}
/* clang-format off */
|