50 lines
1.3 KiB
GLSL
50 lines
1.3 KiB
GLSL
uniform vec3 position;
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uniform vec3 dv_i;
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uniform vec3 dv_j;
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uniform vec3 dv_k;
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uniform float inversePeriod;
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uniform float startTime;
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uniform vec4 particleColour;
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uniform float osg_FrameTime;
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uniform float osg_DeltaFrameTime;
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uniform mat4 previousModelViewMatrix;
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varying vec4 colour;
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varying vec2 texCoord;
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void main(void)
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{
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const float particleSize = 0.01;
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const float particleSize2 = 0.0001;//particleSize*particleSize;
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vec3 pos = position + (gl_Vertex.x*dv_i) + (dv_j * gl_Vertex.y);
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float offset = gl_Vertex.z;
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texCoord = gl_MultiTexCoord0.xy;
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vec3 v_previous = pos + dv_k * fract( (osg_FrameTime - startTime)*inversePeriod - offset);
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vec3 v_current = v_previous + dv_k * (osg_DeltaFrameTime*inversePeriod);
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colour = particleColour;
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vec4 v1 = gl_ModelViewMatrix * vec4(v_current,1.0);
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vec4 v2 = previousModelViewMatrix * vec4(v_previous,1.0);
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vec3 dv = v2.xyz - v1.xyz;
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vec2 dv_normalized = normalize(dv.xy);
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dv.xy += dv_normalized * particleSize;
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vec2 dp = vec2( -dv_normalized.y, dv_normalized.x ) * particleSize;
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float area = length(dv.xy)*length(dp);
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colour.a = 0.2+(particleSize2)/area;
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v1.xyz += dv*texCoord.y;
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v1.xy += dp*texCoord.x;
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gl_Position = gl_ProjectionMatrix * v1;
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}
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