finally fixed the particle system.

This commit is contained in:
Andreas Ortmann 2016-09-30 20:19:10 +02:00
parent 185f7d2748
commit 067cfb6203
8 changed files with 100 additions and 47 deletions

View file

@ -1,16 +1,27 @@
#version 120
varying vec2 vertex;
varying vec2 velocity;
uniform float maxAge;
uniform float time;
varying float decay;
vec3 hsv2rgb(vec3 c)
{
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void main()
{
//gl_FragColor = vec4(0.5+0.5*vertex.x, 0.5+0.5*vertex.y, 0.0, 1.0);
if (length(vertex) > 1.0) {
discard;
gl_FragColor = vec4(0.5+0.5*vertex.x, 0.5+0.5*vertex.y, 0.0, 1.0);
float r = length(vertex);
if (r > 1.0) {
discard;
}
float decay = time / maxAge;
decay = 5.0*decay*decay;
// (length(10.0*velocity));
gl_FragColor = vec4(1.0/max(1.0, decay), 1.0/max(1.0, 6.0*decay), 0.0, 1.0);
float d = decay;
float h = (1.0-d)/6.0;
float v = max(0.0, (1.0-d/2.0) - 0.1*(d*d*d));
float s = 1.0;
gl_FragColor = vec4(hsv2rgb(vec3(h, s, v)), 1.0);
//gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);
}

View file

@ -2,17 +2,25 @@
attribute vec2 in_vertex;
attribute vec2 in_position;
attribute vec2 in_velocity;
uniform float maxAge;
varying float decay;
varying vec2 velocity;
varying vec2 vertex;
uniform float time;
uniform float size;
void main()
{
vec2 p = size*in_vertex;
//decay = min(1.0, time+5.0*length(velocity)) / maxAge;
//decay = max(decay*decay, sqrt(decay));
decay = time / maxAge;
vec2 base = in_vertex;
vec2 p = size*base;
p += log(1.0+time) * in_velocity;
p += in_position;
gl_Position = vec4(p, 0.0, 1.0);
vertex = in_vertex;
vertex = base;
velocity = in_velocity;
}