[12115] | 1 | #version 150 |
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| 2 | |
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| 3 | // |
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| 4 | // Explanation of different particle types |
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| 5 | // |
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| 6 | // Firework Launcher - launches a PT_SHELL every so many seconds. |
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| 7 | #define PT_LAUNCHER 0 |
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| 8 | // Unexploded shell - flies from the origin and explodes into many PT_EMBERX's. |
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| 9 | #define PT_SHELL 1 |
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| 10 | // Basic particle - after it's emitted from the shell, it dies. |
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| 11 | #define PT_EMBER1 2 |
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| 12 | // After it's emitted, it explodes again into many PT_EMBER1's. |
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| 13 | #define PT_EMBER2 3 |
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| 14 | // Just a differently colored ember1. |
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| 15 | #define PT_EMBER3 4 |
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| 16 | #define P_SHELLLIFE 3.0 |
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| 17 | #define P_EMBER1LIFE 2.5 |
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| 18 | #define P_EMBER2LIFE 1.5 |
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| 19 | #define P_EMBER3LIFE 2.0 |
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| 20 | |
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| 21 | in vec3 position; |
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| 22 | // timer |
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| 23 | in float uv0; |
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| 24 | // type |
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| 25 | in float uv1; |
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| 26 | // velocity |
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| 27 | in vec3 uv2; |
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| 28 | |
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| 29 | out block { |
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| 30 | vec3 pos; |
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| 31 | vec4 colour; |
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| 32 | float radius; |
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| 33 | } ColouredFirework; |
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| 34 | |
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| 35 | uniform mat4 worldViewProj; |
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| 36 | |
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| 37 | //The vertex shader that prepares the fireworks for display |
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| 38 | void main() |
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| 39 | { |
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| 40 | float inTimer = uv0; |
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| 41 | float inType = uv1; |
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| 42 | |
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| 43 | // |
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| 44 | // Pass the point through |
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| 45 | // |
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| 46 | ColouredFirework.pos = position; // Multiply by world matrix? |
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| 47 | ColouredFirework.radius = 1.5; |
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| 48 | |
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| 49 | // |
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| 50 | // calculate the colour |
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| 51 | // |
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| 52 | if (inType == PT_LAUNCHER) |
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| 53 | { |
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| 54 | // red |
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| 55 | ColouredFirework.colour = vec4(1, 0.1, 0.1, 1); |
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| 56 | ColouredFirework.radius = 1.0; |
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| 57 | } |
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| 58 | else if (inType == PT_SHELL) |
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| 59 | { |
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| 60 | // cyan |
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| 61 | ColouredFirework.colour = vec4(0.1, 1, 1, 1); |
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| 62 | ColouredFirework.radius = 1.0; |
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| 63 | } |
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| 64 | else if (inType == PT_EMBER1) |
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| 65 | { |
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| 66 | // yellow |
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| 67 | ColouredFirework.colour = vec4(1, 1, 0.1, 1); |
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| 68 | ColouredFirework.colour *= (inTimer / P_EMBER1LIFE); |
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| 69 | } |
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| 70 | else if (inType == PT_EMBER2) |
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| 71 | { |
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| 72 | // fuschia |
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| 73 | ColouredFirework.colour = vec4(1, 0.1, 1, 1); |
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| 74 | } |
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| 75 | else if (inType == PT_EMBER3) |
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| 76 | { |
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| 77 | // red |
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| 78 | ColouredFirework.colour = vec4(1, 0.1, 0.1, 1); |
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| 79 | ColouredFirework.colour *= (inTimer / P_EMBER3LIFE); |
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| 80 | } |
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| 81 | } |
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