@export ecgl.vfParticle.particle.fragment uniform sampler2D particleTexture; uniform sampler2D spawnTexture; uniform sampler2D velocityTexture; uniform float deltaTime; uniform float elapsedTime; uniform float speedScaling : 1.0; uniform vec2 textureSize; uniform vec4 region : [0, 0, 1, 1]; uniform float firstFrameTime; varying vec2 v_Texcoord; // vec2 bilinearFetch(vec2 uv) // { // vec2 off = 1.0 / textureSize; // vec2 sc = (floor(uv * textureSize)) * off; // vec2 f = fract(uv * textureSize); // vec2 tl = texture2D(velocityTexture, sc).xy; // vec2 tr = texture2D(velocityTexture, sc + vec2(off.x, 0)).xy; // vec2 bl = texture2D(velocityTexture, sc + vec2(0, off.y)).xy; // vec2 br = texture2D(velocityTexture, sc + off).xy; // return mix(mix(tl, tr, f.x), mix(bl, br, f.x), f.y); // } void main() { vec4 p = texture2D(particleTexture, v_Texcoord); bool spawn = false; if (p.w <= 0.0) { p = texture2D(spawnTexture, fract(v_Texcoord + elapsedTime / 10.0)); p.w -= firstFrameTime; spawn = true; } vec2 v = texture2D(velocityTexture, fract(p.xy * region.zw + region.xy)).xy; // https://blog.mapbox.com/how-i-built-a-wind-map-with-webgl-b63022b5537f // vec2 v = bilinearFetch(fract(p.xy * region.zw + region.xy)); v = (v - 0.5) * 2.0; p.z = length(v); p.xy += v * deltaTime / 10.0 * speedScaling; p.w -= deltaTime; // TODO Not show just spawned particle or crossed particle. if (spawn || p.xy != fract(p.xy)) { p.z = 0.0; } // Make the particle surface seamless p.xy = fract(p.xy); gl_FragColor = p; } @end @export ecgl.vfParticle.renderPoints.vertex #define PI 3.1415926 attribute vec2 texcoord : TEXCOORD_0; uniform sampler2D particleTexture; uniform mat4 worldViewProjection : WORLDVIEWPROJECTION; uniform float size : 1.0; varying float v_Mag; varying vec2 v_Uv; void main() { vec4 p = texture2D(particleTexture, texcoord); // PENDING If ignore 0 length vector if (p.w > 0.0 && p.z > 1e-5) { gl_Position = worldViewProjection * vec4(p.xy * 2.0 - 1.0, 0.0, 1.0); } else { gl_Position = vec4(100000.0, 100000.0, 100000.0, 1.0); } v_Mag = p.z; v_Uv = p.xy; gl_PointSize = size; } @end @export ecgl.vfParticle.renderPoints.fragment uniform vec4 color : [1.0, 1.0, 1.0, 1.0]; uniform sampler2D gradientTexture; uniform sampler2D colorTexture; uniform sampler2D spriteTexture; varying float v_Mag; varying vec2 v_Uv; void main() { gl_FragColor = color; #ifdef SPRITETEXTURE_ENABLED gl_FragColor *= texture2D(spriteTexture, gl_PointCoord); if (color.a == 0.0) { discard; } #endif #ifdef GRADIENTTEXTURE_ENABLED gl_FragColor *= texture2D(gradientTexture, vec2(v_Mag, 0.5)); #endif #ifdef COLORTEXTURE_ENABLED gl_FragColor *= texture2D(colorTexture, v_Uv); #endif } @end @export ecgl.vfParticle.renderLines.vertex #define PI 3.1415926 attribute vec3 position : POSITION; uniform sampler2D particleTexture; uniform sampler2D prevParticleTexture; uniform float size : 1.0; uniform vec4 vp: VIEWPORT; uniform mat4 worldViewProjection : WORLDVIEWPROJECTION; varying float v_Mag; varying vec2 v_Uv; @import clay.util.rand void main() { vec4 p = texture2D(particleTexture, position.xy); vec4 p2 = texture2D(prevParticleTexture, position.xy); p.xy = p.xy * 2.0 - 1.0; p2.xy = p2.xy * 2.0 - 1.0; // PENDING If ignore 0 length vector if (p.w > 0.0 && p.z > 1e-5) { vec2 dir = normalize(p.xy - p2.xy); vec2 norm = vec2(dir.y / vp.z, -dir.x / vp.w) * sign(position.z) * size; if (abs(position.z) == 2.0) { gl_Position = vec4(p.xy + norm, 0.0, 1.0); v_Uv = p.xy; v_Mag = p.z; } else { gl_Position = vec4(p2.xy + norm, 0.0, 1.0); v_Mag = p2.z; v_Uv = p2.xy; } gl_Position = worldViewProjection * gl_Position; } else { gl_Position = vec4(100000.0, 100000.0, 100000.0, 1.0); } } @end @export ecgl.vfParticle.renderLines.fragment uniform vec4 color : [1.0, 1.0, 1.0, 1.0]; uniform sampler2D gradientTexture; uniform sampler2D colorTexture; varying float v_Mag; varying vec2 v_Uv; void main() { gl_FragColor = color; // gl_FragColor = mix(vec4(1.0,0.0,0.0,1.0), vec4(0.0,0.0,1.0,1.0), 1.0 - v_Mag); #ifdef GRADIENTTEXTURE_ENABLED gl_FragColor *= texture2D(gradientTexture, vec2(v_Mag, 0.5)); #endif #ifdef COLORTEXTURE_ENABLED gl_FragColor *= texture2D(colorTexture, v_Uv); #endif } @end