185 lines
5.4 KiB
GLSL
185 lines
5.4 KiB
GLSL
#version 430
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#define MAX_SPLITS 4
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uniform mat4 PVM;
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform vec3 ExplosionOrigin;
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uniform float TimeSinceDeath;
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uniform float ExplosionDuration;
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uniform vec4 EndColor;
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uniform bool Randomness;
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uniform float RandomNumbers[50];
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uniform float RandomnessScalar;
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uniform vec2 Velocity;
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uniform bool ColorByDistance;
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uniform bool ExponentialAccelaration;
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uniform bool Reverse;
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uniform float ColorDistanceScalar;
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//uniform bool Gravity;
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//uniform bool Rotation;
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//uniform bool MaxRadius;
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in VertexData{
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vec3 Position;
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vec4 ViewSpacePosition;
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vec3 Normal;
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vec3 Tangent;
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vec3 BiTangent;
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vec2 TextureCoordinate;
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vec4 ExplosionColor;
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float ExplosionPercentageElapsed;
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vec4 PositionLightSpace[MAX_SPLITS];
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}Input[];
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out VertexData{
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vec3 Position;
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vec4 ViewSpacePosition;
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vec3 Normal;
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vec3 Tangent;
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vec3 BiTangent;
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vec2 TextureCoordinate;
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vec4 ExplosionColor;
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float ExplosionPercentageElapsed;
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vec4 PositionLightSpace[MAX_SPLITS];
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}Output;
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layout(triangles) in;
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layout(triangle_strip, max_vertices = 3) out;
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float EqualTo(float x, float y) {
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return 1.0 - abs(sign(x - y));
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}
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float NotEqualTo(float x, float y) {
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return abs(sign(x - y));
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}
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float GreaterThan(float x, float y) {
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return max(sign(x - y), 0.0);
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}
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float LessThan(float x, float y) {
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return max(sign(y - x), 0.0);
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}
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float GreaterEqualTo(float x, float y) {
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return 1.0 - LessThan(x, y);
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}
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float LessEqualTo(float x, float y) {
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return 1.0 - GreaterThan(x, y);
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}
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// returns a "random" number based on input parameter
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float GetRandomNumber(int polygon_index)
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{
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return RandomNumbers[int(mod(polygon_index, 50))];
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}
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vec3 CalcCenterOfTriangle(vec3 vertex0, vec3 vertex1, vec3 vertex2)
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{
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// calculate middle of vectors
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vec3 dir1 = normalize(vertex1 - vertex0);
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vec3 dir2 = normalize(vertex2 - vertex0);
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vec3 vecA = vertex2 - vertex1; //o2 - o1
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vec3 vecB = cross(dir1, dir2);
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mat3 matrisA = mat3(vecA, dir2, vecB);
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float lengthA = length(vecB);
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lengthA = lengthA * lengthA;
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float s = determinant(matrisA) / lengthA;
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// center position of triangle
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return vertex1 + (s * dir1);
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}
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void PassThingsThrough(int index)
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{
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// pass through vertex data
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Output.Normal = Input[index].Normal;
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Output.Position = Input[index].Position;
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Output.ViewSpacePosition = Input[index].ViewSpacePosition;
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Output.TextureCoordinate = Input[index].TextureCoordinate;
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Output.Tangent = Input[index].Tangent;
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Output.BiTangent = Input[index].BiTangent;
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Output.ExplosionColor = EndColor;
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}
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void main()
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{
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vec3 centerOfTriangle = CalcCenterOfTriangle(Input[0].Position, Input[1].Position, Input[2].Position);
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// center position of triangle to origin vector
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vec3 origin2TriangleCenterVector = centerOfTriangle - ExplosionOrigin;
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vec3 normalizedOrigin2TriangleCenterVector = normalize(origin2TriangleCenterVector);
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// distance between origin and the center of the current triangle
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float origin2TriangleCenterDistance = length(origin2TriangleCenterVector);
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// time percentage until end of explosion (0.0-1.0)
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float timePercetage = TimeSinceDeath / ExplosionDuration;
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// get a random number if randomness is enabled, otherwise the random distance will be zero and won't affect the other algorithms
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float randomDistance = float(Randomness) * GetRandomNumber(gl_PrimitiveIDIn) * RandomnessScalar;
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vec2 randomVelocity = Velocity * (randomDistance + 1.0);
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// accelaration to use on current frame. is a interpolation between start and end value
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float currentVelocity = mix(randomVelocity.x, randomVelocity.y, timePercetage);
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// if the accelaration should be exponential
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currentVelocity = currentVelocity * max(currentVelocity * float(ExponentialAccelaration), 1.0);
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// the distance the blast has moved since the beginning, i.e. its radius
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float blastWave = TimeSinceDeath * currentVelocity;
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// the distance from origin to the triangle center with eventual randomness added
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float origin2TriangleCenterDistanceWithRandomness = origin2TriangleCenterDistance + randomDistance;
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vec3 triangleCenter2ExplosionRadius = (normalizedOrigin2TriangleCenterVector * blastWave) - (normalizedOrigin2TriangleCenterVector * origin2TriangleCenterDistanceWithRandomness);
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// if the triangle is inside the blast's radius...
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float isInsideBlastRadius = LessEqualTo(origin2TriangleCenterDistanceWithRandomness, blastWave);
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// calculate the max distance (s) the triangle will move
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float accelaration = (randomVelocity.y - randomVelocity.x) / ExplosionDuration;
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float maxDistance = (randomVelocity.x * ExplosionDuration) + (0.5 * accelaration * ExplosionDuration * ExplosionDuration);
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// if explosion color should be affected by distance instead of time...
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if (ColorByDistance == true)
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{
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Output.ExplosionPercentageElapsed = (length(triangleCenter2ExplosionRadius) / maxDistance) * isInsideBlastRadius * ColorDistanceScalar;
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}
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else
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{
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Output.ExplosionPercentageElapsed = timePercetage;
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}
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vec3 ExplodedPosition;
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for (int i = 0; i < gl_in.length(); i++)
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{
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// move the triangle to the blast radius
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ExplodedPosition = Input[i].Position + (triangleCenter2ExplosionRadius * isInsideBlastRadius);
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// pass through vertex data
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PassThingsThrough(i);
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for (int j = 0; j < MAX_SPLITS; j++)
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{
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Output.PositionLightSpace[j] = Input[i].PositionLightSpace[j];
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}
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for (int j = 0; j < MAX_SPLITS; j++)
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{
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Output.PositionLightSpace[j] = Input[i].PositionLightSpace[j];
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}
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// convert to window space
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gl_Position = PVM * vec4(ExplodedPosition, 1.0);
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EmitVertex();
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}
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} |