diff --git a/assets/voxygen/shaders/particle-vert.glsl b/assets/voxygen/shaders/particle-vert.glsl index fa589067d8..f26f53fefa 100644 --- a/assets/voxygen/shaders/particle-vert.glsl +++ b/assets/voxygen/shaders/particle-vert.glsl @@ -52,6 +52,7 @@ struct Attr { vec3 offs; float scale; vec4 col; + mat3 rot; }; float lifetime = tick.x - inst_time; @@ -72,6 +73,19 @@ float linear_scale(float factor) { return lifetime * factor; } +mat3 rotationMatrix(vec3 axis, float angle) +{ + axis = normalize(axis); + float s = sin(angle); + float c = cos(angle); + float oc = 1.0 - c; + + return mat3(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, + oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, + oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c); +} + + void main() { float rand0 = hash(vec4(inst_entropy + 0)); float rand1 = hash(vec4(inst_entropy + 1)); @@ -81,6 +95,8 @@ void main() { float rand5 = hash(vec4(inst_entropy + 5)); float rand6 = hash(vec4(inst_entropy + 6)); float rand7 = hash(vec4(inst_entropy + 7)); + float rand8 = hash(vec4(inst_entropy + 8)); + float rand9 = hash(vec4(inst_entropy + 9)); Attr attr; @@ -91,7 +107,8 @@ void main() { vec3(rand2 * 0.1, rand3 * 0.1, 1.0 + rand4 * 0.1)// + vec3(sin(lifetime), sin(lifetime + 1.5), sin(lifetime * 4) * 0.25) ), linear_scale(0.5), - vec4(1, 1, 1, 0.3) + vec4(1, 1, 1, 0.3), + rotationMatrix(vec3(1,0,0),0) ); } else if (inst_mode == FIRE) { attr = Attr( @@ -100,7 +117,8 @@ void main() { vec3(rand2 * 0.1, rand3 * 0.1, 2.0 + rand4 * 1.0) ), 1.0, - vec4(2, 0.8 + rand5 * 0.3, 0, 1) + vec4(2, 0.8 + rand5 * 0.3, 0, 1), + rotationMatrix(vec3(1,0,0),0) ); } else if (inst_mode == GUN_POWDER_SPARK) { attr = Attr( @@ -109,7 +127,8 @@ void main() { vec3(rand4, rand5, rand6) * 2.0 + grav_vel(earth_gravity) ), 1.0, - vec4(3.5, 3 + rand7, 0, 1) + vec4(3.5, 3 + rand7, 0, 1), + rotationMatrix(vec3(1,0,0),0) ); } else if (inst_mode == SHRAPNEL) { attr = Attr( @@ -118,7 +137,8 @@ void main() { vec3(rand4, rand5, rand6) * 40.0 + grav_vel(earth_gravity) ), 3.0 + rand0, - vec4(vec3(0.6 + rand7 * 0.4), 1) + vec4(vec3(0.6 + rand7 * 0.4), 1), + rotationMatrix(vec3(1,0,0),0) ); } else if (inst_mode == FIREWORK_BLUE) { attr = Attr( @@ -127,7 +147,8 @@ void main() { vec3(rand4, rand5, rand6) * 40.0 + grav_vel(earth_gravity) ), 3.0 + rand0, - vec4(vec3(0.6 + rand7 * 0.4), 0.3) + vec4(vec3(0.6 + rand7 * 0.4), 0.3), + rotationMatrix(vec3(1,0,0),0) ); } else if (inst_mode == FIREWORK_GREEN) { attr = Attr( @@ -136,7 +157,8 @@ void main() { vec3(rand4, rand5, rand6) * 40.0 + grav_vel(earth_gravity) ), 3.0 + rand0, - vec4(vec3(0.6 + rand7 * 0.4), 0.3) + vec4(vec3(0.6 + rand7 * 0.4), 0.3), + rotationMatrix(vec3(1,0,0),0) ); } else if (inst_mode == FIREWORK_PURPLE) { attr = Attr( @@ -145,7 +167,8 @@ void main() { vec3(rand4, rand5, rand6) * 40.0 + grav_vel(earth_gravity) ), 3.0 + rand0, - vec4(vec3(0.6 + rand7 * 0.4), 0.3) + vec4(vec3(0.6 + rand7 * 0.4), 0.3), + rotationMatrix(vec3(1,0,0),0) ); } else if (inst_mode == FIREWORK_RED) { attr = Attr( @@ -154,7 +177,8 @@ void main() { vec3(rand4, rand5, rand6) * 40.0 + grav_vel(earth_gravity) ), 3.0 + rand0, - vec4(vec3(0.6 + rand7 * 0.4), 0.3) + vec4(vec3(0.6 + rand7 * 0.4), 0.3), + rotationMatrix(vec3(1,0,0),0) ); } else if (inst_mode == FIREWORK_YELLOW) { attr = Attr( @@ -163,7 +187,8 @@ void main() { vec3(rand4, rand5, rand6) * 40.0 + grav_vel(earth_gravity) ), 3.0 + rand0, - vec4(vec3(0.6 + rand7 * 0.4), 0.3) + vec4(vec3(0.6 + rand7 * 0.4), 0.3), + rotationMatrix(vec3(1,0,0),0) ); } else if (inst_mode == LEAF) { attr = Attr( @@ -172,7 +197,8 @@ void main() { vec3(0, 0, -2.0) ) + vec3(sin(lifetime), sin(lifetime + 0.7), sin(lifetime * 0.5)) * 2.0, 4, - vec4(vec3(0.2 + rand7 * 0.2, 0.2 + (0.5 + rand6 * 0.5) * 0.6, 0), 1) + vec4(vec3(0.2 + rand7 * 0.2, 0.2 + (0.5 + rand6 * 0.5) * 0.6, 0), 1), + rotationMatrix(vec3(rand6, rand7, rand8), rand9 * 3 + lifetime * 5) ); } else { attr = Attr( @@ -181,11 +207,12 @@ void main() { vec3(rand2 * 0.1, rand3 * 0.1, 1.0 + rand4 * 0.5) ), exp_scale(-0.2), - vec4(1) + vec4(1), + rotationMatrix(vec3(1,0,0),0) ); } - f_pos = (inst_pos - focus_off.xyz) + (v_pos * attr.scale * SCALE + attr.offs); + f_pos = (inst_pos - focus_off.xyz) + (v_pos * attr.scale * SCALE * attr.rot + attr.offs); // First 3 normals are negative, next 3 are positive vec3 normals[6] = vec3[](vec3(-1,0,0), vec3(1,0,0), vec3(0,-1,0), vec3(0,1,0), vec3(0,0,-1), vec3(0,0,1));