Files
axyz/resources/Shaders/ExplosionEffect.geom.glsl
T
FakeShemp 0cf92e99ff wip
2016-03-02 10:17:49 +01:00

182 lines
5.2 KiB
GLSL

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