mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Add zest's changes
This commit is contained in:
parent
5ba4d26821
commit
82a0ecad6b
@ -2,6 +2,7 @@
|
||||
|
||||
#include <globals.glsl>
|
||||
#include <srgb.glsl>
|
||||
#include <random.glsl>
|
||||
|
||||
in vec3 v_pos;
|
||||
in uint v_col;
|
||||
@ -43,49 +44,86 @@ mat4 translate(vec3 vec){
|
||||
);
|
||||
}
|
||||
|
||||
struct Attr {
|
||||
vec3 offs;
|
||||
float scale;
|
||||
vec3 col;
|
||||
};
|
||||
|
||||
float lifetime = tick.x - inst_time;
|
||||
|
||||
vec3 linear_motion(vec3 init_offs, vec3 vel) {
|
||||
return init_offs + vel * lifetime;
|
||||
}
|
||||
|
||||
vec3 grav_vel(float grav) {
|
||||
return vec3(0, 0, -grav * lifetime);
|
||||
}
|
||||
|
||||
float exp_scale(float factor) {
|
||||
return 1 / (1 - lifetime * factor);
|
||||
}
|
||||
|
||||
void main() {
|
||||
mat4 inst_mat = translate(inst_pos);
|
||||
|
||||
float rand1 = gold_noise(vec2(0.0, 0.0), inst_entropy);
|
||||
float rand2 = gold_noise(vec2(10.0, 10.0), inst_entropy);
|
||||
float rand3 = gold_noise(vec2(20.0, 20.0), inst_entropy);
|
||||
float rand4 = gold_noise(vec2(30.0, 30.0), inst_entropy);
|
||||
float rand5 = gold_noise(vec2(40.0, 40.0), inst_entropy);
|
||||
float rand6 = gold_noise(vec2(50.0, 50.0), inst_entropy);
|
||||
float rand0 = hash(vec4(inst_entropy + 0));
|
||||
float rand1 = hash(vec4(inst_entropy + 1));
|
||||
float rand2 = hash(vec4(inst_entropy + 2));
|
||||
float rand3 = hash(vec4(inst_entropy + 3));
|
||||
float rand4 = hash(vec4(inst_entropy + 4));
|
||||
float rand5 = hash(vec4(inst_entropy + 5));
|
||||
float rand6 = hash(vec4(inst_entropy + 6));
|
||||
float rand7 = hash(vec4(inst_entropy + 7));
|
||||
|
||||
vec3 inst_vel = vec3(0.0, 0.0, 0.0);
|
||||
vec3 inst_pos2 = vec3(0.0, 0.0, 0.0);
|
||||
vec3 inst_col = vec3(1.0, 1.0, 1.0);
|
||||
Attr attr;
|
||||
|
||||
if (inst_mode == SMOKE) {
|
||||
inst_col = vec3(1.0, 1.0, 1.0);
|
||||
inst_vel = vec3(rand1 * 0.2 - 0.1, rand2 * 0.2 - 0.1, 1.0 + rand3);
|
||||
inst_pos2 = vec3(rand4 * 5.0 - 2.5, rand5 * 5.0 - 2.5, 0.0);
|
||||
attr = Attr(
|
||||
linear_motion(
|
||||
vec3(rand0 * 0.25, rand1 * 0.25, 1.7 + rand5),
|
||||
vec3(rand2 * 0.2, rand3 * 0.2, 1.0 + rand4 * 0.5)// + vec3(sin(lifetime), sin(lifetime + 1.5), sin(lifetime * 4) * 0.25)
|
||||
),
|
||||
exp_scale(-0.2),
|
||||
vec3(1)
|
||||
);
|
||||
} else if (inst_mode == FIRE) {
|
||||
inst_col = vec3(1.0, 1.0 * inst_entropy, 0.0);
|
||||
inst_vel = vec3(rand1 * 0.2 - 0.1, rand2 * 0.2 - 0.1, 4.0 + rand3);
|
||||
inst_pos2 = vec3(rand4 * 5.0 - 2.5, rand5 * 5.0 - 2.5, 0.0);
|
||||
attr = Attr(
|
||||
linear_motion(
|
||||
vec3(rand0 * 0.25, rand1 * 0.25, 0.3),
|
||||
vec3(rand2 * 0.1, rand3 * 0.1, 2.0 + rand4 * 1.0)
|
||||
),
|
||||
1.0,
|
||||
vec3(2, rand5 + 2, 0)
|
||||
);
|
||||
} else if (inst_mode == GUN_POWDER_SPARK) {
|
||||
inst_col = vec3(1.0, 1.0, 0.0);
|
||||
inst_vel = vec3(rand2 * 2.0 - 1.0, rand1 * 2.0 - 1.0, 5.0 + rand3);
|
||||
inst_vel -= vec3(0.0, 0.0, earth_gravity * (tick.x - inst_time));
|
||||
inst_pos2 = vec3(0.0, 0.0, 0.0);
|
||||
attr = Attr(
|
||||
linear_motion(
|
||||
vec3(rand0, rand1, rand3) * 0.3,
|
||||
vec3(rand4, rand5, rand6) * 2.0 + grav_vel(earth_gravity)
|
||||
),
|
||||
1.0,
|
||||
vec3(3.5, 3 + rand7, 0)
|
||||
);
|
||||
} else {
|
||||
inst_col = vec3(rand1, rand2, rand3);
|
||||
inst_vel = vec3(rand4, rand5, rand6);
|
||||
inst_pos2 = vec3(rand1, rand2, rand3);
|
||||
attr = Attr(
|
||||
linear_motion(
|
||||
vec3(rand0 * 0.25, rand1 * 0.25, 1.7 + rand5),
|
||||
vec3(rand2 * 0.1, rand3 * 0.1, 1.0 + rand4 * 0.5)
|
||||
),
|
||||
exp_scale(-0.2),
|
||||
vec3(1)
|
||||
);
|
||||
}
|
||||
|
||||
f_pos = (inst_mat * vec4((v_pos + inst_pos2) * SCALE, 1)).xyz;
|
||||
|
||||
f_pos += inst_vel * (tick.x - inst_time);
|
||||
f_pos = (inst_mat * vec4(v_pos * attr.scale * SCALE + attr.offs, 1)).xyz;
|
||||
|
||||
// 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));
|
||||
f_norm = (inst_mat * vec4(normals[(v_norm_ao >> 0) & 0x7u], 0)).xyz;
|
||||
|
||||
vec3 col = vec3((uvec3(v_col) >> uvec3(0, 8, 16)) & uvec3(0xFFu)) / 255.0;
|
||||
f_col = srgb_to_linear(col) * srgb_to_linear(inst_col);
|
||||
f_col = srgb_to_linear(col) * srgb_to_linear(attr.col);
|
||||
f_ao = float((v_norm_ao >> 3) & 0x3u) / 4.0;
|
||||
|
||||
f_light = 1.0;
|
||||
@ -94,4 +132,4 @@ void main() {
|
||||
all_mat *
|
||||
vec4(f_pos, 1);
|
||||
gl_Position.z = -1000.0 / (gl_Position.z + 10000.0);
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user