#version 430 uniform mat4 M; uniform mat4 V; uniform mat4 P; uniform vec3 OriginPos; uniform float TimeSinceDeath; uniform float EndOfDeath; uniform bool Gravity; uniform float GravityForce; uniform float ObjectRadius; uniform vec4 EndColor; uniform bool UseRandomness; uniform float RandomNumbers[10]; uniform float RandomnessScalar; in VertexData{ vec3 Position; vec3 Normal; vec2 TextureCoordinate; vec4 DiffuseColor; }Input[]; out vec3 Normal; out vec3 Position; out vec2 TextureCoordinate; out vec4 DiffuseColor; out vec4 ExplosionColor; layout(triangles) in; layout(triangle_strip, max_vertices = 3) out; void main() { // surface vectors for triangle //vec3 v1 = Input[1].Position - Input[0].Position; //vec3 v2 = Input[2].Position - Input[0].Position; //vec3 v3 = Input[1].Position - OriginPos; //v3 = normalize(v3); // surface normal //vec3 normal = cross(v1, v2); //normal = normalize(normal); // calculate middle of a vectors vec3 v1 = Input[1].Position - Input[0].Position; vec3 v2 = Input[2].Position - Input[0].Position; vec3 v3 = Input[2].Position - (v1 / 2); vec3 v4 = Input[1].Position - (v2 / 2); // //vec3 oriToTri = Input[1].Position - OriginPos; //v5 = normalize(v3); // calculate intersection // normalize direction vec3 dir1 = normalize(v1); vec3 dir2 = normalize(v2); vec3 vecA = Input[2].Position - Input[1].Position; //o2 - o1 vec3 vecB = cross(dir1, dir2); mat3 matrisA = mat3(vecA, dir2, vecB); mat3 matrisB = mat3(vecA, dir1, vecB); float lengthA = length(cross(dir1, dir2)); lengthA = lengthA * lengthA; float s = determinant(matrisA) / lengthA; float t = determinant(matrisB) / lengthA; // center position of triangle vec3 centerPosS = Input[1].Position + (s * dir1); //vec3 centerPosT = Input[2].Position + (t * dir2); // center position of triangle to origin vec3 oriToCenterTri = normalize(centerPosS - OriginPos); float dist = distance(OriginPos, centerPosS); // The distance a polygon will travel under one second. float travelUnitS = EndOfDeath / ObjectRadius; // The distance a polygon will travel under the current frame. float travelUnitF = TimeSinceDeath * travelUnitS; float randomness = 0.0f; int randomIndex = int(mod(gl_PrimitiveIDIn, 10)); // Explosion from origin for(int i = 0; i < gl_in.length(); i++) { //gl_in.gl_PrimitiveIDIn; if (UseRandomness == true) { switch (randomIndex) { case 0: randomness = RandomNumbers[0]; break; case 1: randomness = RandomNumbers[1]; break; case 2: randomness = RandomNumbers[2]; break; case 3: randomness = RandomNumbers[3]; break; case 4: randomness = RandomNumbers[4]; break; case 5: randomness = RandomNumbers[5]; break; case 6: randomness = RandomNumbers[6]; break; case 7: randomness = RandomNumbers[7]; break; case 8: randomness = RandomNumbers[8]; break; case 9: randomness = RandomNumbers[9]; break; } } float fullRandomness = dist + (randomness * RandomnessScalar); vec4 screenPos = gl_in[i].gl_Position; //if (dist + fullRandomness <= travelUnitF) if (fullRandomness <= travelUnitF) { vec4 changedPos = M * vec4(Input[i].Position + (oriToCenterTri * travelUnitF) - (oriToCenterTri * fullRandomness), 1.0); //objectspace if (Gravity == true) { changedPos.y = changedPos.y - pow((travelUnitF - fullRandomness) * GravityForce, 2); } screenPos = P*V * changedPos; //sceenspace } Normal = Input[i].Normal; Position = Input[i].Position; TextureCoordinate = Input[i].TextureCoordinate; DiffuseColor = Input[i].DiffuseColor; ExplosionColor = EndColor * travelUnitF; gl_Position = screenPos; //gl_Position = gl_in[i].gl_Position; EmitVertex(); } }