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NixOS-configs/modules/wallpaper-engine/shaders/genericropeparticle.vert
2025-04-29 13:39:02 -05:00

199 lines
5.2 KiB
GLSL

#include "common_particles.h"
#if GS_ENABLED || HLSL_GS40
/////////////////////////
// Geometry shader
/////////////////////////
#if THICKFORMAT
attribute vec4 a_PositionVec4;
attribute vec4 a_TexCoordVec4;
attribute vec4 a_TexCoordVec4C1;
attribute vec4 a_TexCoordVec4C2;
attribute vec4 a_TexCoordVec4C3;
attribute vec4 a_Color;
varying vec4 v_EndPoint;
varying vec4 v_Color2;
#else
attribute vec4 a_PositionVec4;
attribute vec4 a_TexCoordVec4;
attribute vec4 a_TexCoordVec4C1;
attribute vec3 a_TexCoordVec3C2;
attribute vec4 a_Color;
varying vec3 v_EndPoint;
#endif
varying vec4 v_Color;
varying vec3 v_CPStart;
varying vec3 v_CPEnd;
varying vec2 v_UVMinMax;
void main() {
#define in_ParticleSize (a_PositionVec4.w)
#define in_SegmentUVTimeOffset (g_RenderVar0.z)
#define in_SegmentMaxCount (g_RenderVar0.w)
#define in_ParticleTrailLength (a_TexCoordVec4.w)
#define in_ParticleTrailPosition (a_TexCoordVec4C1.w)
#define in_SplineCP0 (a_TexCoordVec4C1.xyz)
gl_Position = vec4(a_PositionVec4.xyz, in_ParticleSize);
v_EndPoint.xyz = a_TexCoordVec4.xyz;
float usableLength = in_ParticleTrailLength - 1;
#if THICKFORMAT
#define in_SplineCP1 (a_TexCoordVec4C2.xyz)
v_EndPoint.w = a_TexCoordVec4C2.w;
// New particles are at the end of the array
float uvMinimum = 1.0 - (in_ParticleTrailPosition) / usableLength;
float uvDelta = -1.0 / usableLength;
//uvMinimum += uvDelta;
v_Color2 = a_TexCoordVec4C3;
#else
#define in_SplineCP1 (a_TexCoordVec3C2.xyz)
// Still spawning new elements, extend to physical end of trail
if (in_ParticleTrailLength < in_SegmentMaxCount)
{
usableLength += in_SegmentUVTimeOffset;
}
float uvMinimum = (in_ParticleTrailPosition - (1.0 - in_SegmentUVTimeOffset)) / usableLength;
float uvDelta = 1.0 / usableLength;
// The first element is shorter based on the history timer and always starts and UV 0
if (in_ParticleTrailPosition < 0.5)
{
uvMinimum = 0.0;
uvDelta = in_SegmentUVTimeOffset / usableLength;
}
#endif
v_UVMinMax.x = uvMinimum;
v_UVMinMax.y = uvMinimum + uvDelta;
v_Color = a_Color;
v_CPStart = a_PositionVec4.xyz - in_SplineCP0;
v_CPEnd = v_EndPoint.xyz - in_SplineCP1;
vec3 dt = v_EndPoint.xyz - a_PositionVec4.xyz;
v_CPStart = v_CPStart + dt;
v_CPEnd = v_CPEnd - dt;
}
#else
/////////////////////////
// No geometry shader
/////////////////////////
attribute vec4 a_PositionVec4;
attribute vec4 a_TexCoordVec4;
attribute vec4 a_TexCoordVec4C1;
#if THICKFORMAT
attribute vec4 a_TexCoordVec4C2;
attribute vec4 a_TexCoordVec4C3;
attribute vec2 a_TexCoordC4;
#else
attribute vec3 a_TexCoordVec3C2;
attribute vec2 a_TexCoordC3;
#endif
attribute vec4 a_Color;
varying vec4 v_Color;
#if FOG_DIST || FOG_HEIGHT
uniform mat4 g_ModelMatrix;
varying vec4 v_ViewDir;
#endif
varying vec2 v_TexCoord;
void main() {
#define in_SegmentUVTimeOffset (g_RenderVar0.z)
#define in_SegmentMaxCount (g_RenderVar0.w)
#define in_ParticleTrailLength (a_TexCoordVec4.w)
#define in_ParticleTrailPosition (a_TexCoordVec4C1.w)
// Prepare input layout
vec3 startPosition = a_PositionVec4.xyz;
vec3 endPosition = a_TexCoordVec4.xyz;
vec3 CPStart = startPosition - a_TexCoordVec4C1.xyz;
float sizeStart = a_PositionVec4.w;
vec4 colorStart = a_Color;
#if THICKFORMAT
vec3 CPEnd = endPosition - a_TexCoordVec4C2.xyz;
float sizeEnd = a_TexCoordVec4C2.w;
vec4 colorEnd = a_TexCoordVec4C3;
vec2 uvs = a_TexCoordC4.xy;
#else
vec3 CPEnd = endPosition - a_TexCoordVec3C2.xyz;
float sizeEnd = sizeStart;
vec4 colorEnd = a_Color;
vec2 uvs = a_TexCoordC3.xy;
#endif
vec3 eyeDirection = mul(g_OrientationForward, CAST3X3(g_ModelMatrixInverse));
vec3 trailDelta = endPosition - startPosition;
vec3 trailRightStart = cross(eyeDirection, trailDelta + CPStart);
trailRightStart = normalize(trailRightStart) * sizeStart;
vec3 trailRightEnd = cross(eyeDirection, trailDelta - CPEnd);
trailRightEnd = normalize(trailRightEnd) * sizeEnd;
vec4 color = mix(colorStart, colorEnd, uvs.y);
vec3 position = mix(startPosition, endPosition, uvs.y);
vec3 right = mix(trailRightStart, trailRightEnd, uvs.y);
right *= uvs.x * 2.0 - 1.0;
gl_Position = mul(vec4(position + right, 1.0), g_ModelViewProjectionMatrix);
float usableLength = in_ParticleTrailLength - 1;
#if THICKFORMAT
float uvMinimum = 1.0 - (in_ParticleTrailPosition) / usableLength;
float uvDelta = -1.0 / usableLength;
#else
// Still spawning new elements, extend to physical end of trail
if (in_ParticleTrailLength < in_SegmentMaxCount)
{
usableLength += in_SegmentUVTimeOffset;
}
float uvMinimum = (in_ParticleTrailPosition - (1.0 - in_SegmentUVTimeOffset)) / usableLength;
float uvDelta = 1.0 / usableLength;
// The first element is shorter based on the history timer and always starts and UV 0
if (in_ParticleTrailPosition < 0.5)
{
uvMinimum = 0.0;
uvDelta = in_SegmentUVTimeOffset / usableLength;
}
#endif
v_TexCoord.xy = uvs.xy;
v_TexCoord.y = mix(uvMinimum, uvMinimum + uvDelta, uvs.y);
#if FOG_DIST || FOG_HEIGHT
vec3 worldPos = mul(vec4(startPosition, 1.0), g_ModelMatrix).xyz;
v_ViewDir.xyz = g_EyePosition - worldPos.xyz;
v_ViewDir.w = worldPos.y;
#endif
v_Color = color;
}
#endif