226 lines
5.4 KiB
GLSL
226 lines
5.4 KiB
GLSL
#version 430
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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 bool Gravity;
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uniform float GravityForce;
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uniform float ObjectRadius;
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uniform vec4 EndColor;
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uniform bool Randomness;
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uniform float RandomNumbers[20];
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uniform float RandomnessScalar;
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uniform vec2 Accelaration;
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uniform bool ColorPerPolygon;
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uniform bool ReverseAnimation;
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uniform bool Wireframe;
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in VertexData{
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vec3 Position;
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vec3 Normal;
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vec2 TextureCoordinate;
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vec4 DiffuseColor;
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}Input[];
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out vec3 Normal;
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out vec3 Position;
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out vec2 TextureCoordinate;
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out vec4 DiffuseColor;
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out vec4 ExplosionColor;
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layout(triangles) in;
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layout(triangle_strip, max_vertices = 3) out;
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float GetRandomNumber(int polygon_index)
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{
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int randomIndex = int(mod(polygon_index, 20));
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switch (randomIndex)
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{
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case 0: return RandomNumbers[0];
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case 1: return RandomNumbers[1];
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case 2: return RandomNumbers[2];
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case 3: return RandomNumbers[3];
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case 4: return RandomNumbers[4];
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case 5: return RandomNumbers[5];
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case 6: return RandomNumbers[6];
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case 7: return RandomNumbers[7];
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case 8: return RandomNumbers[8];
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case 9: return RandomNumbers[9];
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case 10: return RandomNumbers[10];
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case 11: return RandomNumbers[11];
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case 12: return RandomNumbers[12];
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case 13: return RandomNumbers[13];
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case 14: return RandomNumbers[14];
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case 15: return RandomNumbers[15];
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case 16: return RandomNumbers[16];
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case 17: return RandomNumbers[17];
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case 18: return RandomNumbers[18];
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case 19: return RandomNumbers[19];
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}
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}
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void main()
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{
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// calculate middle of vectors
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vec3 v1 = Input[1].Position - Input[0].Position;
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vec3 v2 = Input[2].Position - Input[0].Position;
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vec3 v3 = Input[2].Position - (v1 / 2);
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vec3 v4 = Input[1].Position - (v2 / 2);
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// calculate intersection
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// normalize direction
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vec3 dir1 = normalize(v1);
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vec3 dir2 = normalize(v2);
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vec3 vecA = Input[2].Position - Input[1].Position; //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(cross(dir1, dir2));
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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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vec3 centerOfTriangle = Input[1].Position + (s * dir1);
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// center position of triangle to origin vector
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vec3 origin2TriangleCenterVector = normalize(centerOfTriangle - ExplosionOrigin);
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// time percentage until end of explosion
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float timePercetage = TimeSinceDeath / ExplosionDuration;
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float currentAccelaration = mix(Accelaration.x, Accelaration.y, timePercetage);
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//float TimeSinceDeath2;
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//if (ReverseAnimation == true)
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//{
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// TimeSinceDeath2 = pow(TimeSinceDeath, -1);
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//}
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//else
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//{
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// TimeSinceDeath2 = TimeSinceDeath;
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//}
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float origin2TriangleCenterDistance = distance(ExplosionOrigin, centerOfTriangle);
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// The distance a polygon will travel under one second.
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float travelUnitS = ExplosionDuration / ObjectRadius;
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// The distance a polygon will travel under the current frame.
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float travelUnitF = TimeSinceDeath * travelUnitS;
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float randomNumber = 0.0;
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if (Randomness == true)
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{
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randomNumber = GetRandomNumber(gl_PrimitiveIDIn);
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}
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float fullDistanceWithRandomness = origin2TriangleCenterDistance + (randomNumber * RandomnessScalar);
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vec3 ExplosionRadius = (origin2TriangleCenterVector * (TimeSinceDeath /** currentAccelaration*/)) - (origin2TriangleCenterVector * fullDistanceWithRandomness);
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vec4 screenPos;
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if (fullDistanceWithRandomness <= TimeSinceDeath)
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{
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for(int i = 0; i < gl_in.length(); i++)
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{
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screenPos = gl_in[i].gl_Position;
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vec3 ExplodedPosition = Input[i].Position + ExplosionRadius;
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Normal = Input[i].Normal;
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Position = Input[i].Position;
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TextureCoordinate = Input[i].TextureCoordinate;
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DiffuseColor = Input[i].DiffuseColor;
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ExplosionColor = EndColor * timePercetage;
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gl_Position = P*V*M * vec4(ExplodedPosition, 1.0);
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EmitVertex();
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}
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}
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else
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{
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for(int i = 0; i < gl_in.length(); i++)
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{
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screenPos = gl_in[i].gl_Position;
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Normal = Input[i].Normal;
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Position = Input[i].Position;
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TextureCoordinate = Input[i].TextureCoordinate;
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DiffuseColor = Input[i].DiffuseColor;
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ExplosionColor = EndColor;
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gl_Position = screenPos;
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EmitVertex();
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}
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}
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//// Explosion from origin
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//for(int i = 0; i < gl_in.length(); i++)
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//{
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// vec4 screenPos = gl_in[i].gl_Position;
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//
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// if (fullRandomness <= travelUnitF)
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// {
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// maXimum = (origin2TriangleCenterVector * travelUnitF) - (origin2TriangleCenterVector * fullRandomness);
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// vec3 movedPosition = vec3(Input[i].Position + maXimum);
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//
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// vec4 changedPos = M * vec4(movedPosition, 1.0); //objectspace
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// if (Gravity == true)
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// {
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// changedPos.y = changedPos.y - pow((travelUnitF - fullRandomness) * GravityForce, 2);
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// }
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// screenPos = P*V * changedPos; //sceenspace
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// }
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//
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// Normal = Input[i].Normal;
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// Position = Input[i].Position;
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// TextureCoordinate = Input[i].TextureCoordinate;
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// DiffuseColor = Input[i].DiffuseColor;
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// if (ColorPerPolygon == false)
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// {
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// ExplosionColor = EndColor * travelUnitF;
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// }
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// else
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// {
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// vec3 movedCenterPos = vec3(centerOfTriangle + maXimum);
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// ExplosionColor = EndColor * (distance(ExplosionOrigin, movedCenterPos) - distance(ExplosionOrigin, centerOfTriangle));
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// }
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//
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// gl_Position = screenPos;
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// //gl_Position = gl_in[i].gl_Position;
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// EmitVertex();
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//}
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} |