1#version 120
2
3#if defined(DEFORM)
4attribute highp vec4 vPosTex;
5#else
6attribute highp vec2 vPos;
7#endif
8
9attribute highp vec4 vData; // x = time, y = lifeSpan, z = size, w = endSize
10attribute highp vec4 vVec;  // x,y = constant velocity,  z,w = acceleration
11uniform highp float entry;
12
13#if defined(COLOR)
14attribute highp vec4 vColor;
15#endif
16
17#if defined(DEFORM)
18attribute highp vec4 vDeformVec; // x,y x unit vector; z,w = y unit vector
19attribute highp vec3 vRotation;  // x = radians of rotation, y = rotation velocity, z = bool autoRotate
20#endif
21
22#if defined(SPRITE)
23attribute highp vec3 vAnimData; // w,h(premultiplied of anim), interpolation progress
24attribute highp vec4 vAnimPos;  // x,y, x,y (two frames for interpolation)
25#endif
26
27uniform highp mat4 qt_Matrix;
28uniform highp float timestamp;
29
30#if defined(TABLE)
31varying lowp vec2 tt;//y is progress if Sprite mode
32uniform highp float sizetable[64];
33uniform highp float opacitytable[64];
34#endif
35
36#if defined(SPRITE)
37varying highp vec4 fTexS;
38#elif defined(DEFORM)
39varying highp vec2 fTex;
40#endif
41
42#if defined(COLOR)
43varying lowp vec4 fColor;
44#else
45varying lowp float fFade;
46#endif
47
48
49void main()
50{
51    highp float t = (timestamp - vData.x) / vData.y;
52    if (t < 0. || t > 1.) {
53#if defined(DEFORM)
54        gl_Position = qt_Matrix * vec4(vPosTex.x, vPosTex.y, 0., 1.);
55#else
56        gl_PointSize = 0.;
57#endif
58    } else {
59#if defined(SPRITE)
60        tt.y = vAnimData.z;
61
62        // Calculate frame location in texture
63        fTexS.xy = vAnimPos.xy + vPosTex.zw * vAnimData.xy;
64
65        // Next frame is also passed, for interpolation
66        fTexS.zw = vAnimPos.zw + vPosTex.zw * vAnimData.xy;
67
68#elif defined(DEFORM)
69        fTex = vPosTex.zw;
70#endif
71        highp float currentSize = mix(vData.z, vData.w, t * t);
72        lowp float fade = 1.;
73        highp float fadeIn = min(t * 10., 1.);
74        highp float fadeOut = 1. - clamp((t - 0.75) * 4.,0., 1.);
75
76#if defined(TABLE)
77        currentSize = currentSize * sizetable[int(floor(t*64.))];
78        fade = fade * opacitytable[int(floor(t*64.))];
79#endif
80
81        if (entry == 1.)
82            fade = fade * fadeIn * fadeOut;
83        else if (entry == 2.)
84            currentSize = currentSize * fadeIn * fadeOut;
85
86        if (currentSize <= 0.) {
87#if defined(DEFORM)
88            gl_Position = qt_Matrix * vec4(vPosTex.x, vPosTex.y, 0., 1.);
89#else
90            gl_PointSize = 0.;
91#endif
92        } else {
93            if (currentSize < 3.) // Sizes too small look jittery as they move
94                currentSize = 3.;
95
96            highp vec2 pos;
97#if defined(DEFORM)
98            highp float rotation = vRotation.x + vRotation.y * t * vData.y;
99            if (vRotation.z == 1.0){
100                highp vec2 curVel = vVec.zw * t * vData.y + vVec.xy;
101                if (length(curVel) > 0.)
102                    rotation += atan(curVel.y, curVel.x);
103            }
104            highp vec2 trigCalcs = vec2(cos(rotation), sin(rotation));
105            highp vec4 deform = vDeformVec * currentSize * (vPosTex.zzww - 0.5);
106            highp vec4 rotatedDeform = deform.xxzz * trigCalcs.xyxy;
107            rotatedDeform = rotatedDeform + (deform.yyww * trigCalcs.yxyx * vec4(-1.,1.,-1.,1.));
108            /* The readable version:
109            highp vec2 xDeform = vDeformVec.xy * currentSize * (vTex.x-0.5);
110            highp vec2 yDeform = vDeformVec.zw * currentSize * (vTex.y-0.5);
111            highp vec2 xRotatedDeform;
112            xRotatedDeform.x = trigCalcs.x*xDeform.x - trigCalcs.y*xDeform.y;
113            xRotatedDeform.y = trigCalcs.y*xDeform.x + trigCalcs.x*xDeform.y;
114            highp vec2 yRotatedDeform;
115            yRotatedDeform.x = trigCalcs.x*yDeform.x - trigCalcs.y*yDeform.y;
116            yRotatedDeform.y = trigCalcs.y*yDeform.x + trigCalcs.x*yDeform.y;
117            */
118            pos = vPosTex.xy
119                  + rotatedDeform.xy
120                  + rotatedDeform.zw
121                  + vVec.xy * t * vData.y         // apply velocity
122                  + 0.5 * vVec.zw * pow(t * vData.y, 2.); // apply acceleration
123#else
124            pos = vPos
125                  + vVec.xy * t * vData.y         // apply velocity vector..
126                  + 0.5 * vVec.zw * pow(t * vData.y, 2.);
127            gl_PointSize = currentSize;
128#endif
129            gl_Position = qt_Matrix * vec4(pos.x, pos.y, 0, 1);
130
131#if defined(COLOR)
132            fColor = vColor * fade;
133#else
134            fFade = fade;
135#endif
136#if defined(TABLE)
137            tt.x = t;
138#endif
139        }
140    }
141}
142