veloren/assets/voxygen/shaders/particle-vert.glsl
2020-09-04 11:48:56 +01:00

271 lines
6.8 KiB
GLSL

#version 330 core
#include <constants.glsl>
#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION
#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY
#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE
#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET
#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN
#include <globals.glsl>
#include <srgb.glsl>
#include <random.glsl>
in vec3 v_pos;
// in uint v_col;
in uint v_norm_ao;
in vec3 inst_pos;
in float inst_time;
in float inst_lifespan;
in float inst_entropy;
in int inst_mode;
out vec3 f_pos;
flat out vec3 f_norm;
out vec4 f_col;
out float f_ao;
out float f_light;
const float SCALE = 1.0 / 11.0;
// Modes
const int SMOKE = 0;
const int FIRE = 1;
const int GUN_POWDER_SPARK = 2;
const int SHRAPNEL = 3;
const int FIREWORK_BLUE = 4;
const int FIREWORK_GREEN = 5;
const int FIREWORK_PURPLE = 6;
const int FIREWORK_RED = 7;
const int FIREWORK_YELLOW = 8;
const int LEAF = 9;
const int FIREFLY = 10;
const int BEE = 11;
// meters per second squared (acceleration)
const float earth_gravity = 9.807;
struct Attr {
vec3 offs;
float scale;
vec4 col;
mat4 rot;
};
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);
}
float linear_scale(float factor) {
return lifetime * factor;
}
float start_end(float from, float to) {
return mix(from, to, lifetime / inst_lifespan);
}
mat4 spin_in_axis(vec3 axis, float angle)
{
axis = normalize(axis);
float s = sin(angle);
float c = cos(angle);
float oc = 1.0 - c;
return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0,
oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0,
oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0,
0, 0, 0, 1);
}
mat4 identity() {
return mat4(
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
);
}
void main() {
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));
float rand8 = hash(vec4(inst_entropy + 8));
float rand9 = hash(vec4(inst_entropy + 9));
Attr attr;
if (inst_mode == SMOKE) {
attr = Attr(
linear_motion(
vec3(0),
vec3(rand2 * 0.02, rand3 * 0.02, 1.0 + rand4 * 0.1)
),
linear_scale(0.5),
vec4(1, 1, 1, start_end(1.0, 0.0)),
spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3 + lifetime * 0.5)
);
} else if (inst_mode == FIRE) {
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,
vec4(2, 0.8 + rand5 * 0.3, 0, 1),
spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3)
);
} else if (inst_mode == GUN_POWDER_SPARK) {
attr = Attr(
linear_motion(
vec3(rand0, rand1, rand3) * 0.3,
vec3(rand4, rand5, rand6) * 2.0 + grav_vel(earth_gravity)
),
1.0,
vec4(3.5, 3 + rand7, 0, 1),
spin_in_axis(vec3(1,0,0),0)
);
} else if (inst_mode == SHRAPNEL) {
attr = Attr(
linear_motion(
vec3(0),
vec3(rand4, rand5, rand6) * 40.0 + grav_vel(earth_gravity)
),
3.0 + rand0,
vec4(vec3(0.6 + rand7 * 0.4), 1),
spin_in_axis(vec3(1,0,0),0)
);
} else if (inst_mode == FIREWORK_BLUE) {
attr = Attr(
linear_motion(
vec3(0),
vec3(rand1, rand2, rand3) * 40.0 + grav_vel(earth_gravity)
),
3.0 + rand0,
vec4(0.15, 0.4, 1, 1),
identity()
);
} else if (inst_mode == FIREWORK_GREEN) {
attr = Attr(
linear_motion(
vec3(0),
vec3(rand1, rand2, rand3) * 40.0 + grav_vel(earth_gravity)
),
3.0 + rand0,
vec4(0, 1, 0, 1),
identity()
);
} else if (inst_mode == FIREWORK_PURPLE) {
attr = Attr(
linear_motion(
vec3(0),
vec3(rand1, rand2, rand3) * 40.0 + grav_vel(earth_gravity)
),
3.0 + rand0,
vec4(0.7, 0.0, 1.0, 1.0),
identity()
);
} else if (inst_mode == FIREWORK_RED) {
attr = Attr(
linear_motion(
vec3(0),
vec3(rand1, rand2, rand3) * 40.0 + grav_vel(earth_gravity)
),
3.0 + rand0,
vec4(1, 0, 0, 1),
identity()
);
} else if (inst_mode == FIREWORK_YELLOW) {
attr = Attr(
linear_motion(
vec3(0),
vec3(rand1, rand2, rand3) * 40.0 + grav_vel(earth_gravity)
),
3.0 + rand0,
vec4(1, 1, 0, 1),
identity()
);
} else if (inst_mode == LEAF) {
attr = Attr(
linear_motion(
vec3(0),
vec3(0, 0, -2)
) + 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),
spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3 + lifetime * 5)
);
} else if (inst_mode == FIREFLY) {
float raise = pow(sin(3.1416 * lifetime / inst_lifespan), 0.2);
attr = Attr(
vec3(0, 0, raise * 5.0) + vec3(
sin(lifetime * 1.0 + rand0) + sin(lifetime * 7.0 + rand3) * 0.3,
sin(lifetime * 3.0 + rand1) + sin(lifetime * 8.0 + rand4) * 0.3,
sin(lifetime * 2.0 + rand2) + sin(lifetime * 9.0 + rand5) * 0.3
),
raise,
vec4(vec3(5, 5, 1.1), 1),
spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3 + lifetime * 5)
);
} else if (inst_mode == BEE) {
float lower = pow(sin(3.1416 * lifetime / inst_lifespan), 0.2);
attr = Attr(
vec3(0, 0, lower * -0.5) + vec3(
sin(lifetime * 2.0 + rand0) + sin(lifetime * 9.0 + rand3) * 0.3,
sin(lifetime * 3.0 + rand1) + sin(lifetime * 10.0 + rand4) * 0.3,
sin(lifetime * 4.0 + rand2) + sin(lifetime * 11.0 + rand5) * 0.3
) * 0.5,
lower,
vec4(vec3(1, 0.7, 0), 1),
spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3 + lifetime * 5)
);
} else {
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),
vec4(1),
spin_in_axis(vec3(1,0,0),0)
);
}
f_pos = (inst_pos - focus_off.xyz) + (v_pos * attr.scale * SCALE * mat3(attr.rot) + attr.offs);
// First 3 normals are negative, next 3 are positive
// TODO: Make particle normals match orientation
vec4 normals[6] = vec4[](vec4(-1,0,0,0), vec4(1,0,0,0), vec4(0,-1,0,0), vec4(0,1,0,0), vec4(0,0,-1,0), vec4(0,0,1,0));
f_norm =
// inst_pos *
((normals[(v_norm_ao >> 0) & 0x7u]) * attr.rot).xyz;
//vec3 col = vec3((uvec3(v_col) >> uvec3(0, 8, 16)) & uvec3(0xFFu)) / 255.0;
f_col = vec4(srgb_to_linear(attr.col.rgb), attr.col.a);
gl_Position =
all_mat *
vec4(f_pos, 1);
}