| 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 camera_block {
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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 | } camera;
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| 16 |
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| 17 | layout(binding = 1) uniform ubo_block {
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| 18 | Object objects[1024];
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| 19 | } ubo;
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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 = ubo.objects[obj_index].model;
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| 29 | float explosion_start_time = ubo.objects[obj_index].explosion_start_time;
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| 30 | float explosion_duration = ubo.objects[obj_index].explosion_duration;
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| 31 | bool deleted = ubo.objects[obj_index].deleted;
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| 32 |
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| 33 | float t = camera.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 = camera.proj * camera.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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