| 1 | #version 450 | 
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| 2 | #extension GL_ARB_separate_shader_objects : enable | 
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| 3 |  | 
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| 4 | struct Object { | 
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| 5 | mat4 model; | 
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| 6 | float explosion_start_time; | 
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| 7 | float explosion_duration; | 
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| 8 | bool deleted; | 
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| 9 | }; | 
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| 10 |  | 
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| 11 | layout (binding = 0) uniform UniformBufferObject { | 
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| 12 | mat4 view; | 
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| 13 | mat4 proj; | 
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| 14 | float cur_time; | 
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| 15 | } ubo; | 
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| 16 |  | 
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| 17 | layout(binding = 1) readonly buffer StorageBufferObject { | 
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| 18 | Object objects[]; | 
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| 19 | } sbo; | 
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| 20 |  | 
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| 21 | layout(location = 0) in vec3 particle_start_velocity; | 
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| 22 | layout(location = 1) in float particle_start_time; | 
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| 23 | layout(location = 2) in uint obj_index; | 
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| 24 |  | 
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| 25 | layout(location = 0) out float opacity; | 
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| 26 |  | 
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| 27 | void main() { | 
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| 28 | mat4 model = sbo.objects[obj_index].model; | 
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| 29 | float explosion_start_time = sbo.objects[obj_index].explosion_start_time; | 
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| 30 | float explosion_duration = sbo.objects[obj_index].explosion_duration; | 
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| 31 | bool deleted = sbo.objects[obj_index].deleted; | 
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| 32 |  | 
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| 33 | float t = ubo.cur_time - explosion_start_time - particle_start_time; | 
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| 34 |  | 
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| 35 | if (t < 0.0) { | 
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| 36 | opacity = 0.0; | 
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| 37 | } else { | 
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| 38 | // Need to find out the last time this particle was at the origin | 
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| 39 | // If that is greater than the duration, hide the particle | 
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| 40 | float cur = floor(t / explosion_duration); | 
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| 41 | float end = floor((explosion_duration - particle_start_time) / explosion_duration); | 
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| 42 | if (cur > end) { | 
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| 43 | opacity = 0.0; | 
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| 44 | } else { | 
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| 45 | opacity = 1.0 - (t / explosion_duration); | 
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| 46 | } | 
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| 47 | } | 
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| 48 |  | 
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| 49 | if (deleted) { | 
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| 50 | gl_Position = vec4(0.0, 0.0, 2.0, 1.0); | 
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| 51 | } else { | 
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| 52 | //  this is the center of the explosion | 
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| 53 | vec3 p = vec3(0.0, 0.0, 0.0); | 
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| 54 |  | 
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| 55 | // allow time to loop around so particle emitter keeps going | 
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| 56 | p += normalize(particle_start_velocity) * mod(t, explosion_duration) / explosion_duration * 0.3; | 
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| 57 |  | 
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| 58 | gl_Position = ubo.proj * ubo.view * model * vec4(p, 1.0); | 
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| 59 | } | 
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| 60 | gl_PointSize = 10.0; // size in pixels | 
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| 61 | } | 
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