Files
axyz/resources/Shaders/CoolDeathAnim.geom.glsl
T
2016-01-08 16:42:59 +01:00

98 lines
2.4 KiB
GLSL

#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();
}
}