123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489 |
- /* clang-format off */
- #[modes]
- mode_default =
- #[specializations]
- MODE_3D = false
- USERDATA1_USED = false
- USERDATA2_USED = false
- USERDATA3_USED = false
- USERDATA4_USED = false
- USERDATA5_USED = false
- USERDATA6_USED = false
- #[vertex]
- #define SDF_MAX_LENGTH 16384.0
- layout(std140) uniform GlobalShaderUniformData { //ubo:1
- vec4 global_shader_uniforms[MAX_GLOBAL_SHADER_UNIFORMS];
- };
- // This needs to be outside clang-format so the ubo comment is in the right place
- #ifdef MATERIAL_UNIFORMS_USED
- layout(std140) uniform MaterialUniforms{ //ubo:2
- #MATERIAL_UNIFORMS
- };
- #endif
- /* clang-format on */
- #define MAX_ATTRACTORS 32
- #define ATTRACTOR_TYPE_SPHERE uint(0)
- #define ATTRACTOR_TYPE_BOX uint(1)
- #define ATTRACTOR_TYPE_VECTOR_FIELD uint(2)
- struct Attractor {
- mat4 transform;
- vec4 extents; // Extents or radius. w-channel is padding.
- uint type;
- float strength;
- float attenuation;
- float directionality;
- };
- #define MAX_COLLIDERS 32
- #define COLLIDER_TYPE_SPHERE uint(0)
- #define COLLIDER_TYPE_BOX uint(1)
- #define COLLIDER_TYPE_SDF uint(2)
- #define COLLIDER_TYPE_HEIGHT_FIELD uint(3)
- #define COLLIDER_TYPE_2D_SDF uint(4)
- struct Collider {
- mat4 transform;
- vec4 extents; // Extents or radius. w-channel is padding.
- uint type;
- float scale;
- float pad0;
- float pad1;
- };
- layout(std140) uniform FrameData { //ubo:0
- bool emitting;
- uint cycle;
- float system_phase;
- float prev_system_phase;
- float explosiveness;
- float randomness;
- float time;
- float delta;
- float particle_size;
- float pad0;
- float pad1;
- float pad2;
- uint random_seed;
- uint attractor_count;
- uint collider_count;
- uint frame;
- mat4 emission_transform;
- Attractor attractors[MAX_ATTRACTORS];
- Collider colliders[MAX_COLLIDERS];
- };
- #define PARTICLE_FLAG_ACTIVE uint(1)
- #define PARTICLE_FLAG_STARTED uint(2)
- #define PARTICLE_FLAG_TRAILED uint(4)
- #define PARTICLE_FRAME_MASK uint(0xFFFF)
- #define PARTICLE_FRAME_SHIFT uint(16)
- // ParticleData
- layout(location = 0) in highp vec4 color;
- layout(location = 1) in highp vec4 velocity_flags;
- layout(location = 2) in highp vec4 custom;
- layout(location = 3) in highp vec4 xform_1;
- layout(location = 4) in highp vec4 xform_2;
- #ifdef MODE_3D
- layout(location = 5) in highp vec4 xform_3;
- #endif
- #ifdef USERDATA1_USED
- layout(location = 6) in highp vec4 userdata1;
- #endif
- #ifdef USERDATA2_USED
- layout(location = 7) in highp vec4 userdata2;
- #endif
- #ifdef USERDATA3_USED
- layout(location = 8) in highp vec4 userdata3;
- #endif
- #ifdef USERDATA4_USED
- layout(location = 9) in highp vec4 userdata4;
- #endif
- #ifdef USERDATA5_USED
- layout(location = 10) in highp vec4 userdata5;
- #endif
- #ifdef USERDATA6_USED
- layout(location = 11) in highp vec4 userdata6;
- #endif
- out highp vec4 out_color; //tfb:
- out highp vec4 out_velocity_flags; //tfb:
- out highp vec4 out_custom; //tfb:
- out highp vec4 out_xform_1; //tfb:
- out highp vec4 out_xform_2; //tfb:
- #ifdef MODE_3D
- out highp vec4 out_xform_3; //tfb:MODE_3D
- #endif
- #ifdef USERDATA1_USED
- out highp vec4 out_userdata1; //tfb:USERDATA1_USED
- #endif
- #ifdef USERDATA2_USED
- out highp vec4 out_userdata2; //tfb:USERDATA2_USED
- #endif
- #ifdef USERDATA3_USED
- out highp vec4 out_userdata3; //tfb:USERDATA3_USED
- #endif
- #ifdef USERDATA4_USED
- out highp vec4 out_userdata4; //tfb:USERDATA4_USED
- #endif
- #ifdef USERDATA5_USED
- out highp vec4 out_userdata5; //tfb:USERDATA5_USED
- #endif
- #ifdef USERDATA6_USED
- out highp vec4 out_userdata6; //tfb:USERDATA6_USED
- #endif
- uniform sampler2D height_field_texture; //texunit:0
- uniform float lifetime;
- uniform bool clear;
- uniform uint total_particles;
- uniform bool use_fractional_delta;
- uint hash(uint x) {
- x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b);
- x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b);
- x = (x >> uint(16)) ^ x;
- return x;
- }
- vec3 safe_normalize(vec3 direction) {
- const float EPSILON = 0.001;
- if (length(direction) < EPSILON) {
- return vec3(0.0);
- }
- return normalize(direction);
- }
- // Needed whenever 2D sdf texture is read from as it is packed in RGBA8.
- float vec4_to_float(vec4 p_vec) {
- return dot(p_vec, vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0)) * 2.0 - 1.0;
- }
- #GLOBALS
- void main() {
- bool apply_forces = true;
- bool apply_velocity = true;
- float local_delta = delta;
- float mass = 1.0;
- bool restart = false;
- bool restart_position = false;
- bool restart_rotation_scale = false;
- bool restart_velocity = false;
- bool restart_color = false;
- bool restart_custom = false;
- mat4 xform = mat4(1.0);
- uint flags = 0u;
- if (clear) {
- out_color = vec4(1.0);
- out_custom = vec4(0.0);
- out_velocity_flags = vec4(0.0);
- } else {
- out_color = color;
- out_velocity_flags = velocity_flags;
- out_custom = custom;
- xform[0] = xform_1;
- xform[1] = xform_2;
- #ifdef MODE_3D
- xform[2] = xform_3;
- #endif
- xform = transpose(xform);
- flags = floatBitsToUint(velocity_flags.w);
- }
- //clear started flag if set
- flags &= ~PARTICLE_FLAG_STARTED;
- bool collided = false;
- vec3 collision_normal = vec3(0.0);
- float collision_depth = 0.0;
- vec3 attractor_force = vec3(0.0);
- #if !defined(DISABLE_VELOCITY)
- if (bool(flags & PARTICLE_FLAG_ACTIVE)) {
- xform[3].xyz += out_velocity_flags.xyz * local_delta;
- }
- #endif
- uint index = uint(gl_VertexID);
- if (emitting) {
- float restart_phase = float(index) / float(total_particles);
- if (randomness > 0.0) {
- uint seed = cycle;
- if (restart_phase >= system_phase) {
- seed -= uint(1);
- }
- seed *= uint(total_particles);
- seed += index;
- float random = float(hash(seed) % uint(65536)) / 65536.0;
- restart_phase += randomness * random * 1.0 / float(total_particles);
- }
- restart_phase *= (1.0 - explosiveness);
- if (system_phase > prev_system_phase) {
- // restart_phase >= prev_system_phase is used so particles emit in the first frame they are processed
- if (restart_phase >= prev_system_phase && restart_phase < system_phase) {
- restart = true;
- if (use_fractional_delta) {
- local_delta = (system_phase - restart_phase) * lifetime;
- }
- }
- } else if (delta > 0.0) {
- if (restart_phase >= prev_system_phase) {
- restart = true;
- if (use_fractional_delta) {
- local_delta = (1.0 - restart_phase + system_phase) * lifetime;
- }
- } else if (restart_phase < system_phase) {
- restart = true;
- if (use_fractional_delta) {
- local_delta = (system_phase - restart_phase) * lifetime;
- }
- }
- }
- if (restart) {
- flags = emitting ? (PARTICLE_FLAG_ACTIVE | PARTICLE_FLAG_STARTED | (cycle << PARTICLE_FRAME_SHIFT)) : 0u;
- restart_position = true;
- restart_rotation_scale = true;
- restart_velocity = true;
- restart_color = true;
- restart_custom = true;
- }
- }
- bool particle_active = bool(flags & PARTICLE_FLAG_ACTIVE);
- uint particle_number = (flags >> PARTICLE_FRAME_SHIFT) * uint(total_particles) + index;
- if (restart && particle_active) {
- #CODE : START
- }
- if (particle_active) {
- for (uint i = 0u; i < attractor_count; i++) {
- vec3 dir;
- float amount;
- vec3 rel_vec = xform[3].xyz - attractors[i].transform[3].xyz;
- vec3 local_pos = rel_vec * mat3(attractors[i].transform);
- if (attractors[i].type == ATTRACTOR_TYPE_SPHERE) {
- dir = safe_normalize(rel_vec);
- float d = length(local_pos) / attractors[i].extents.x;
- if (d > 1.0) {
- continue;
- }
- amount = max(0.0, 1.0 - d);
- } else if (attractors[i].type == ATTRACTOR_TYPE_BOX) {
- dir = safe_normalize(rel_vec);
- vec3 abs_pos = abs(local_pos / attractors[i].extents.xyz);
- float d = max(abs_pos.x, max(abs_pos.y, abs_pos.z));
- if (d > 1.0) {
- continue;
- }
- amount = max(0.0, 1.0 - d);
- } else if (attractors[i].type == ATTRACTOR_TYPE_VECTOR_FIELD) {
- }
- amount = pow(amount, attractors[i].attenuation);
- dir = safe_normalize(mix(dir, attractors[i].transform[2].xyz, attractors[i].directionality));
- attractor_force -= amount * dir * attractors[i].strength;
- }
- float particle_size = particle_size;
- #ifdef USE_COLLISION_SCALE
- particle_size *= dot(vec3(length(xform[0].xyz), length(xform[1].xyz), length(xform[2].xyz)), vec3(0.33333333333));
- #endif
- if (collider_count == 1u && colliders[0].type == COLLIDER_TYPE_2D_SDF) {
- //2D collision
- vec2 pos = xform[3].xy;
- vec4 to_sdf_x = colliders[0].transform[0];
- vec4 to_sdf_y = colliders[0].transform[1];
- vec2 sdf_pos = vec2(dot(vec4(pos, 0, 1), to_sdf_x), dot(vec4(pos, 0, 1), to_sdf_y));
- vec4 sdf_to_screen = vec4(colliders[0].extents.xyz, colliders[0].scale);
- vec2 uv_pos = sdf_pos * sdf_to_screen.xy + sdf_to_screen.zw;
- if (all(greaterThan(uv_pos, vec2(0.0))) && all(lessThan(uv_pos, vec2(1.0)))) {
- vec2 pos2 = pos + vec2(0, particle_size);
- vec2 sdf_pos2 = vec2(dot(vec4(pos2, 0, 1), to_sdf_x), dot(vec4(pos2, 0, 1), to_sdf_y));
- float sdf_particle_size = distance(sdf_pos, sdf_pos2);
- float d = vec4_to_float(texture(height_field_texture, uv_pos)) * SDF_MAX_LENGTH;
- d -= sdf_particle_size;
- if (d < 0.0) {
- const float EPSILON = 0.001;
- vec2 n = normalize(vec2(
- vec4_to_float(texture(height_field_texture, uv_pos + vec2(EPSILON, 0.0))) - vec4_to_float(texture(height_field_texture, uv_pos - vec2(EPSILON, 0.0))),
- vec4_to_float(texture(height_field_texture, uv_pos + vec2(0.0, EPSILON))) - vec4_to_float(texture(height_field_texture, uv_pos - vec2(0.0, EPSILON)))));
- collided = true;
- sdf_pos2 = sdf_pos + n * d;
- pos2 = vec2(dot(vec4(sdf_pos2, 0, 1), colliders[0].transform[2]), dot(vec4(sdf_pos2, 0, 1), colliders[0].transform[3]));
- n = pos - pos2;
- collision_normal = normalize(vec3(n, 0.0));
- collision_depth = length(n);
- }
- }
- } else {
- for (uint i = 0u; i < collider_count; i++) {
- vec3 normal;
- float depth;
- bool col = false;
- vec3 rel_vec = xform[3].xyz - colliders[i].transform[3].xyz;
- vec3 local_pos = rel_vec * mat3(colliders[i].transform);
- if (colliders[i].type == COLLIDER_TYPE_SPHERE) {
- float d = length(rel_vec) - (particle_size + colliders[i].extents.x);
- if (d < 0.0) {
- col = true;
- depth = -d;
- normal = normalize(rel_vec);
- }
- } else if (colliders[i].type == COLLIDER_TYPE_BOX) {
- vec3 abs_pos = abs(local_pos);
- vec3 sgn_pos = sign(local_pos);
- if (any(greaterThan(abs_pos, colliders[i].extents.xyz))) {
- //point outside box
- vec3 closest = min(abs_pos, colliders[i].extents.xyz);
- vec3 rel = abs_pos - closest;
- depth = length(rel) - particle_size;
- if (depth < 0.0) {
- col = true;
- normal = mat3(colliders[i].transform) * (normalize(rel) * sgn_pos);
- depth = -depth;
- }
- } else {
- //point inside box
- vec3 axis_len = colliders[i].extents.xyz - abs_pos;
- // there has to be a faster way to do this?
- if (all(lessThan(axis_len.xx, axis_len.yz))) {
- normal = vec3(1, 0, 0);
- } else if (all(lessThan(axis_len.yy, axis_len.xz))) {
- normal = vec3(0, 1, 0);
- } else {
- normal = vec3(0, 0, 1);
- }
- col = true;
- depth = dot(normal * axis_len, vec3(1)) + particle_size;
- normal = mat3(colliders[i].transform) * (normal * sgn_pos);
- }
- } else if (colliders[i].type == COLLIDER_TYPE_SDF) {
- } else if (colliders[i].type == COLLIDER_TYPE_HEIGHT_FIELD) {
- vec3 local_pos_bottom = local_pos;
- local_pos_bottom.y -= particle_size;
- if (any(greaterThan(abs(local_pos_bottom), colliders[i].extents.xyz))) {
- continue;
- }
- const float DELTA = 1.0 / 8192.0;
- vec3 uvw_pos = vec3(local_pos_bottom / colliders[i].extents.xyz) * 0.5 + 0.5;
- float y = 1.0 - texture(height_field_texture, uvw_pos.xz).r;
- if (y > uvw_pos.y) {
- //inside heightfield
- vec3 pos1 = (vec3(uvw_pos.x, y, uvw_pos.z) * 2.0 - 1.0) * colliders[i].extents.xyz;
- vec3 pos2 = (vec3(uvw_pos.x + DELTA, 1.0 - texture(height_field_texture, uvw_pos.xz + vec2(DELTA, 0)).r, uvw_pos.z) * 2.0 - 1.0) * colliders[i].extents.xyz;
- vec3 pos3 = (vec3(uvw_pos.x, 1.0 - texture(height_field_texture, uvw_pos.xz + vec2(0, DELTA)).r, uvw_pos.z + DELTA) * 2.0 - 1.0) * colliders[i].extents.xyz;
- normal = normalize(cross(pos1 - pos2, pos1 - pos3));
- float local_y = (vec3(local_pos / colliders[i].extents.xyz) * 0.5 + 0.5).y;
- col = true;
- depth = dot(normal, pos1) - dot(normal, local_pos_bottom);
- }
- }
- if (col) {
- if (!collided) {
- collided = true;
- collision_normal = normal;
- collision_depth = depth;
- } else {
- vec3 c = collision_normal * collision_depth;
- c += normal * max(0.0, depth - dot(normal, c));
- collision_normal = normalize(c);
- collision_depth = length(c);
- }
- }
- }
- }
- }
- if (particle_active) {
- #CODE : PROCESS
- }
- flags &= ~PARTICLE_FLAG_ACTIVE;
- if (particle_active) {
- flags |= PARTICLE_FLAG_ACTIVE;
- }
- xform = transpose(xform);
- out_xform_1 = xform[0];
- out_xform_2 = xform[1];
- #ifdef MODE_3D
- out_xform_3 = xform[2];
- #endif
- out_velocity_flags.w = uintBitsToFloat(flags);
- }
- /* clang-format off */
- #[fragment]
- void main() {
- }
- /* clang-format on */
|