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- #if __VERSION__ >= 330
- layout(location=0) in vec3 Position;
- layout(location = 1) in float lifetime;
- layout(location = 2) in float size;
- layout(location = 3) in vec2 Texcoord;
- layout(location = 4) in vec2 quadcorner;
- layout(location = 5) in vec3 rotationvec;
- layout(location = 6) in float anglespeed;
- #else
- in vec3 Position;
- in float lifetime;
- in float size;
- in vec2 Texcoord;
- in vec2 quadcorner;
- in vec3 rotationvec;
- float anglespeed;
- #endif
- out float lf;
- out vec2 tc;
- out vec3 pc;
- void main(void)
- {
- tc = Texcoord;
- lf = lifetime;
- vec3 newposition = Position;
- // from http://jeux.developpez.com/faq/math
- float angle = lf * anglespeed;
- float sin_a = sin(angle / 2.);
- float cos_a = cos(angle / 2.);
- vec4 quaternion = normalize(vec4(rotationvec * sin_a, cos_a));
- float xx = quaternion.x * quaternion.x;
- float xy = quaternion.x * quaternion.y;
- float xz = quaternion.x * quaternion.z;
- float xw = quaternion.x * quaternion.w;
- float yy = quaternion.y * quaternion.y;
- float yz = quaternion.y * quaternion.z;
- float yw = quaternion.y * quaternion.w;
- float zz = quaternion.z * quaternion.z;
- float zw = quaternion.z * quaternion.w;
- vec4 col1 = vec4(
- 1. - 2. * ( yy + zz ),
- 2. * ( xy + zw ),
- 2. * ( xz - yw ),
- 0.);
- vec4 col2 = vec4(
- 2. * ( xy - zw ),
- 1. - 2. * ( xx + zz ),
- 2. * ( yz + xw ),
- 0.);
- vec4 col3 = vec4(
- 2. * ( xz + yw ),
- 2. * ( yz - xw ),
- 1. - 2. * ( xx + yy ),
- 0.);
- vec4 col4 = vec4(0., 0., 0., 1.);
- mat4 rotationMatrix = mat4(col1, col2, col3, col4);
- vec3 newquadcorner = size * vec3(quadcorner, 0.);
- newquadcorner = (rotationMatrix * vec4(newquadcorner, 0.)).xyz;
- vec4 viewpos = ViewMatrix * vec4(newposition + newquadcorner, 1.0);
- gl_Position = ProjectionMatrix * viewpos;
- pc = vec3(1.);
- }
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