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