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2025-04-29 13:39:02 -05:00
commit 9cbb583982
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#include "common_particles.h"
#if THICKFORMAT
in vec4 v_EndPoint;
in vec4 v_Color2;
#else
in vec3 v_EndPoint;
#endif
in vec4 v_Color;
in vec4 gl_Position;
in vec2 v_UVMinMax;
in vec3 v_CPStart;
in vec3 v_CPEnd;
#if FOG_DIST || FOG_HEIGHT
uniform mat4 g_ModelMatrix;
out vec4 v_ViewDir;
#endif
out vec2 v_TexCoord;
out vec4 v_Color;
out vec4 gl_Position;
vec3 cubicBezier(vec3 A, vec3 B, vec3 C, vec3 D, float t)
{
vec3 p;
float OneMinusT = 1.0 - t;
float b0 = OneMinusT*OneMinusT*OneMinusT;
float b1 = 3.0*t*OneMinusT*OneMinusT;
float b2 = 3.0*t*t*OneMinusT;
float b3 = t*t*t;
return b0*A + b1*B + b2*C + b3*D;
}
[maxvertexcount(4 + TRAILSUBDIVISION * 2)]
void main() {
vec3 startPosition = IN[0].gl_Position.xyz;
vec3 endPosition = IN[0].v_EndPoint.xyz;
vec3 CPStart = IN[0].v_CPStart.xyz;
vec3 CPEnd = IN[0].v_CPEnd.xyz;
#if THICKFORMAT
float sizeStart = IN[0].gl_Position.w;
float sizeEnd = IN[0].v_EndPoint.w;
#else
float sizeStart = IN[0].gl_Position.w;
float sizeEnd = IN[0].gl_Position.w;
#endif
vec3 eyeDirection = mul(g_OrientationForward, CAST3X3(g_ModelMatrixInverse));
vec3 trailDelta = endPosition - startPosition;
vec3 trailRightStart = cross(CPStart, eyeDirection);
trailRightStart = normalize(trailRightStart) * sizeStart;
vec3 trailRightEnd = cross(trailDelta - (CPEnd + trailDelta), eyeDirection);
trailRightEnd = normalize(trailRightEnd) * sizeEnd;
float uvMinmimum = IN[0].v_UVMinMax.x;
float uvMaximum = IN[0].v_UVMinMax.y;
CPStart = startPosition + CPStart * 0.15;
CPEnd = endPosition + CPEnd * 0.15;
PS_INPUT v;
#if FOG_DIST || FOG_HEIGHT
vec3 worldPos = mul(vec4(startPosition, 1.0), g_ModelMatrix).xyz;
v.v_ViewDir.xyz = g_EyePosition - worldPos.xyz;
v.v_ViewDir.w = worldPos.y;
#endif
#if THICKFORMAT
// Update color per set
vec4 colorStart = IN[0].v_Color;
vec4 colorEnd = IN[0].v_Color2;
v.v_Color = colorStart;
v.gl_Position = mul(vec4(startPosition - trailRightStart, 1.0), g_ModelViewProjectionMatrix);
v.v_TexCoord.xy = vec2(1, uvMinmimum);
OUT.Append(v);
v.gl_Position = mul(vec4(startPosition + trailRightStart, 1.0), g_ModelViewProjectionMatrix);
v.v_TexCoord.xy = vec2(0, uvMinmimum);
OUT.Append(v);
#if TRAILSUBDIVISION != 0
float subDivStep = 1.0 / (TRAILSUBDIVISION + 1);
float subDivCounter = subDivStep;
for (int s = 0; s < TRAILSUBDIVISION; ++s)
{
float s = smoothstep(0, 1, subDivCounter);
vec3 midPosition = cubicBezier(startPosition, CPStart, CPEnd, endPosition, s);
float midUV = mix(uvMinmimum, uvMaximum, s);
vec3 midRight = mix(trailRightStart, trailRightEnd, s);
vec4 color = mix(colorStart, colorEnd, s);
v.v_Color = color;
v.gl_Position = mul(vec4(midPosition - midRight, 1.0), g_ModelViewProjectionMatrix);
v.v_TexCoord.xy = vec2(1, midUV);
OUT.Append(v);
v.gl_Position = mul(vec4(midPosition + midRight, 1.0), g_ModelViewProjectionMatrix);
v.v_TexCoord.xy = vec2(0, midUV);
OUT.Append(v);
subDivCounter += subDivStep;
}
#endif
v.v_Color = colorEnd;
v.gl_Position = mul(vec4(endPosition - trailRightEnd, 1.0), g_ModelViewProjectionMatrix);
v.v_TexCoord.xy = vec2(1, uvMaximum);
OUT.Append(v);
v.gl_Position = mul(vec4(endPosition + trailRightEnd, 1.0), g_ModelViewProjectionMatrix);
v.v_TexCoord.xy = vec2(0, uvMaximum);
OUT.Append(v);
#else // NOT THICKFORMAT
// Just set color once
v.v_Color = IN[0].v_Color;
v.gl_Position = mul(vec4(startPosition - trailRightStart, 1.0), g_ModelViewProjectionMatrix);
v.v_TexCoord.xy = vec2(1, uvMinmimum);
OUT.Append(v);
v.gl_Position = mul(vec4(startPosition + trailRightStart, 1.0), g_ModelViewProjectionMatrix);
v.v_TexCoord.xy = vec2(0, uvMinmimum);
OUT.Append(v);
#if TRAILSUBDIVISION != 0
float subDivStep = 1.0 / (TRAILSUBDIVISION + 1);
float subDivCounter = subDivStep;
for (int s = 0; s < TRAILSUBDIVISION; ++s)
{
float s = smoothstep(0, 1, subDivCounter);
vec3 midPosition = cubicBezier(startPosition, CPStart, CPEnd, endPosition, s);
float midUV = mix(uvMinmimum, uvMaximum, s);
vec3 midRight = mix(trailRightStart, trailRightEnd, s);
v.gl_Position = mul(vec4(midPosition - midRight, 1.0), g_ModelViewProjectionMatrix);
v.v_TexCoord.xy = vec2(1, midUV);
OUT.Append(v);
v.gl_Position = mul(vec4(midPosition + midRight, 1.0), g_ModelViewProjectionMatrix);
v.v_TexCoord.xy = vec2(0, midUV);
OUT.Append(v);
subDivCounter += subDivStep;
}
#endif
v.gl_Position = mul(vec4(endPosition - trailRightEnd, 1.0), g_ModelViewProjectionMatrix);
v.v_TexCoord.xy = vec2(1, uvMaximum);
OUT.Append(v);
v.gl_Position = mul(vec4(endPosition + trailRightEnd, 1.0), g_ModelViewProjectionMatrix);
v.v_TexCoord.xy = vec2(0, uvMaximum);
OUT.Append(v);
#endif
}