Files
OpenSceneGraph/examples/osgprecipitation/quad_rain.vert

44 lines
1.0 KiB
GLSL

uniform float inversePeriod;
uniform vec4 particleColour;
uniform float particleSize;
uniform float osg_FrameTime;
uniform float osg_DeltaFrameTime;
varying vec4 colour;
varying vec2 texCoord;
void main(void)
{
float offset = gl_Vertex.z;
float startTime = gl_MultiTexCoord1.x;
texCoord = gl_MultiTexCoord0.xy;
vec4 v_previous = gl_Vertex;
v_previous.z = fract( (osg_FrameTime - startTime)*inversePeriod - offset);
vec4 v_current = v_previous;
v_current.z += (osg_DeltaFrameTime*inversePeriod);
colour = particleColour;
vec4 v1 = gl_ModelViewMatrix * v_current;
vec4 v2 = gl_TextureMatrix[0] * v_previous;
vec3 dv = v2.xyz - v1.xyz;
vec2 dv_normalized = normalize(dv.xy);
dv.xy += dv_normalized * particleSize;
vec2 dp = vec2( -dv_normalized.y, dv_normalized.x ) * particleSize;
float area = length(dv.xy);
colour.a = 0.05+(particleSize)/area;
v1.xyz += dv*texCoord.y;
v1.xy += dp*texCoord.x;
gl_Position = gl_ProjectionMatrix * v1;
}