204 lines
6.0 KiB
GLSL
204 lines
6.0 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 Velocity;
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uniform bool ColorByDistance;
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//uniform bool ReverseAnimation;
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//uniform bool Wireframe;
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uniform bool ExponentialAccelaration;
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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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// 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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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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float randomNumber = 0.0;
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float randomDistance = 0.0;
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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 = centerOfTriangle - ExplosionOrigin;
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vec3 normalizedOrigin2TriangleCenterVector = normalize(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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// accelaration to use on current frame. is a interpolation between start and end value
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float currentVelocity = mix(Velocity.x, Velocity.y, timePercetage);
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if (ExponentialAccelaration == true)
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{
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currentVelocity = pow(currentVelocity, 2) / 2.0;
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}
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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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// get a random number if randomness is enabled, otherwise the random number will be zero and won't affect the other algorithms
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if (Randomness == true)
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{
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randomDistance = GetRandomNumber(gl_PrimitiveIDIn) * RandomnessScalar;
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}
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// the distance from origin to the triangle center with eventual randomness added
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float fullDistanceWithRandomness = origin2TriangleCenterDistance + randomDistance;
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// vector from the triangle center to the explosion's shockwave
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vec3 triangleCenter2ExplosionRadius = (normalizedOrigin2TriangleCenterVector * (TimeSinceDeath * currentVelocity)) - (normalizedOrigin2TriangleCenterVector * fullDistanceWithRandomness);
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// if the triangle is inside the blast radius...
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if (fullDistanceWithRandomness <= (TimeSinceDeath * currentVelocity))
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{
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float maxRadius = max(TimeSinceDeath * currentVelocity, (ExplosionDuration * currentVelocity));
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float a = (Velocity.y - Velocity.x) / ExplosionDuration;
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//float t = sqrt((2 * origin2TriangleCenterDistance) / a);
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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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// calculate the max distance (s) the triangle will move
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float s = (Velocity.x * ExplosionDuration) + (0.5 * a * pow(ExplosionDuration, 2));
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ExplosionColor = EndColor * (length(triangleCenter2ExplosionRadius) / s);
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}
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else
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{
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ExplosionColor = EndColor * timePercetage;
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}
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// for every vertex on the triangle...
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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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vec3 ExplodedPosition = Input[i].Position + triangleCenter2ExplosionRadius;
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// pass through vertex data
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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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// convert to model space for the gravity to always be in -y
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vec4 ExplodedPositionInModelSpace = M * vec4(ExplodedPosition, 1.0);
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// if there is gravity, apply it
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//if (Gravity == true)
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//{
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// // ---DO THIS----> //ExplodedPositionInModelSpace.y = ExplodedPositionInModelSpace.y - TimeSinceHit;
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//
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// ExplodedPositionInModelSpace.y = ExplodedPositionInModelSpace.y - pow(TimeSinceDeath, 2);
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//}
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// convert to screen space
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gl_Position = P*V * ExplodedPositionInModelSpace;
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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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// 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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ExplosionColor = vec4(0.0);
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}
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else
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{
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ExplosionColor = EndColor * timePercetage;
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}
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// for every vertex on the triangle...
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for(int i = 0; i < gl_in.length(); i++)
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{
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// pass through vertex data
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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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// no change in position, pass through vertex
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gl_Position = gl_in[i].gl_Position;
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EmitVertex();
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}
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}
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}
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