source: opengl-game/explosion.vert@ c5fb958

feature/imgui-sdl points-test
Last change on this file since c5fb958 was c5fb958, checked in by Dmitry Portnoy <dmp1488@…>, 6 years ago

WIP

  • Property mode set to 100644
File size: 1.3 KB
Line 
1#version 410 core
2
3#define MAX_NUM_OBJECTS 1024
4
5uniform mat4 view, proj;
6
7/*
8layout (std140) uniform models {
9 mat4 model_mats[MAX_NUM_OBJECTS];
10};
11*/
12uniform mat4 model_mat;
13
14uniform float explosion_start_time;
15uniform float cur_time;
16
17layout (location = 0) in vec3 v_i; // initial velocity
18layout (location = 1) in float start_time;
19//layout(location = 2) in uint ubo_index;
20
21out float opacity;
22
23void main() {
24 float duration = 0.5;
25 float t = cur_time - explosion_start_time - start_time;
26
27 if (t < 0.0) {
28 opacity = 0.0;
29 } else {
30 // Need to find out the last time this particle was at the origin
31 // If that is greater than the duration, hide the particle
32 float cur = floor(t / duration);
33 float end = floor((duration - start_time) / duration);
34 if (cur > end) {
35 opacity = 0.0;
36 } else {
37 opacity = 1.0 - (t / duration);
38 }
39 }
40
41 vec3 p = vec3(0.0, 0.0, 0.0); // this is the center of the explosion
42 vec3 a = vec3(0.0, 0.1, 0.0);
43 p += normalize(v_i) * mod(t, duration) / duration * 0.3; // allow time to loop around so particle emitter keeps going
44
45 //gl_Position = proj * view * model_mats[ubo_index] * vec4(p, 1.0);
46 gl_Position = proj * view * model_mat * vec4(p, 1.0);
47 gl_PointSize = 15.0; // size in pixels
48}
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