// __multiversion__ // This signals the loading code to prepend either #version 100 or #version 300 es as apropriate. #include "shaders/vertexVersionSimple.h" precision highp float; #include "shaders/uniformWorldConstants.h" #include "shaders/uniformWeatherConstants.h" #include "shaders/uniformPerFrameConstants.h" attribute mediump vec4 POSITION; attribute vec2 TEXCOORD_0; attribute vec4 COLOR; varying vec2 uv; varying vec4 color; varying vec4 worldPosition; varying vec4 fogColor; void main() { float spriteSelector = COLOR.x*255.0; uv = UV_INFO.xy + (TEXCOORD_0 * UV_INFO.zw); #ifndef NO_VARIETY uv.x += spriteSelector * UV_INFO.z; #endif vec3 pos = POSITION.xyz; // subtract the offset then fmod into (0.0f, PARTICLE_BOX) pos.xyz += POSITION_OFFSET.xyz; pos.xyz = mod(pos.xyz, PARTICLE_BOX.xyz); // centre box on origin pos.xyz -= PARTICLE_BOX.xyz * 0.5; // push along view vector so box is positioned more infront of camera pos.xyz += FORWARD.xyz; // get world position vec4 worldPositionBottom = vec4(pos.xyz, 1.0); vec4 worldPositionTop = vec4(worldPositionBottom.xyz + (VELOCITY.xyz * SIZE_SCALE.y), 1.0); // get projected positions of top and bottom of particle, and top of particle in previous frame vec4 bottom = WORLDVIEWPROJ * worldPositionBottom; vec4 top = WORLDVIEWPROJ * worldPositionTop; // get 2d vector in screenspace between top and bottom of particle vec2 dir = normalize((top.xy/top.w) - (bottom.xy/bottom.w)); // get 2d vector perpendicular to velocity vec2 dirPerp = normalize(vec2(-dir.y, dir.x)); // choose either the top or bottom projected position using uv.y gl_Position = mix(top, bottom, TEXCOORD_0.y); // offset the position of each side of the particle using uv.x gl_Position.xy += (0.5 - TEXCOORD_0.x) * dirPerp * SIZE_SCALE.x; color = ALPHA.rgba; #if defined(COMFORT_MODE) && defined(VR_MODE) if (gl_Position.z < 2.0) { color.a = clamp((gl_Position.z - 1.2)/0.8, 0.0, 1.0); } #endif //fog fogColor.rgb = FOG_COLOR.rgb; fogColor.a = clamp(((bottom.z / RENDER_DISTANCE) - FOG_CONTROL.x) / (FOG_CONTROL.y - FOG_CONTROL.x), 0.0, 1.0); worldPositionBottom.xz *= 1.0 / 64.0; // Scale by 1/TextureDimensions to get values between worldPositionBottom.xz += 0.5; // Offset so that center of view is in the center of occlusion texture worldPositionBottom.y += VIEW_POSITION.y - 0.5; worldPositionBottom.y *= 1.0/255.0; worldPosition = worldPositionBottom; }