#version 430 uniform mat4 M; uniform mat4 V; uniform mat4 P; uniform vec3 OriginPos; uniform float TimeSinceDeath; uniform float EndOfDeath; in VertexData{ vec3 Position; vec3 Normal; vec2 TextureCoordinate; vec4 DiffuseColor; }Input[]; out vec3 Normal; out vec3 Position; out vec2 TextureCoordinate; out vec4 DiffuseColor; 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); for(int i = 0; i < gl_in.length(); i++) { vec4 screenPos = gl_in[i].gl_Position; if (distance(OriginPos, Input[0].Position) <= TimeSinceDeath) { vec4 changedPos = M * vec4(Input[i].Position + (oriToCenterTri * TimeSinceDeath), 1.0); //objectspace changedPos = vec4(changedPos.x, changedPos.y - pow(TimeSinceDeath, 2), changedPos.z, changedPos.w); //objectspace screenPos = P*V * changedPos; //sceenspace } // Explosion from origin Normal = Input[i].Normal; Position = Input[i].Position; TextureCoordinate = Input[i].TextureCoordinate; DiffuseColor = vec4(Input[i].DiffuseColor.rg, Input[i].DiffuseColor.b + TimeSinceDeath, Input[i].DiffuseColor.a); gl_Position = screenPos; //gl_Position = gl_in[i].gl_Position; EmitVertex(); } }