// Do not edit. import { ShaderStore } from "../Engines/shaderStore.js"; const name = "gpuUpdateParticlesVertexShader"; const shader = `#version 300 es #define PI 3.14159 uniform float currentCount;uniform float timeDelta;uniform float stopFactor; #ifndef LOCAL uniform mat4 emitterWM; #endif uniform vec2 lifeTime;uniform vec2 emitPower;uniform vec2 sizeRange;uniform vec4 scaleRange; #ifndef COLORGRADIENTS uniform vec4 color1;uniform vec4 color2; #endif uniform vec3 gravity;uniform sampler2D randomSampler;uniform sampler2D randomSampler2;uniform vec4 angleRange; #ifdef BOXEMITTER uniform vec3 direction1;uniform vec3 direction2;uniform vec3 minEmitBox;uniform vec3 maxEmitBox; #endif #ifdef POINTEMITTER uniform vec3 direction1;uniform vec3 direction2; #endif #ifdef HEMISPHERICEMITTER uniform float radius;uniform float radiusRange;uniform float directionRandomizer; #endif #ifdef SPHEREEMITTER uniform float radius;uniform float radiusRange; #ifdef DIRECTEDSPHEREEMITTER uniform vec3 direction1;uniform vec3 direction2; #else uniform float directionRandomizer; #endif #endif #ifdef CYLINDEREMITTER uniform float radius;uniform float height;uniform float radiusRange; #ifdef DIRECTEDCYLINDEREMITTER uniform vec3 direction1;uniform vec3 direction2; #else uniform float directionRandomizer; #endif #endif #ifdef CONEEMITTER uniform vec2 radius;uniform float coneAngle;uniform vec2 height;uniform float directionRandomizer; #endif in vec3 position; #ifdef CUSTOMEMITTER in vec3 initialPosition; #endif in float age;in float life;in vec4 seed;in vec3 size; #ifndef COLORGRADIENTS in vec4 color; #endif in vec3 direction; #ifndef BILLBOARD in vec3 initialDirection; #endif #ifdef ANGULARSPEEDGRADIENTS in float angle; #else in vec2 angle; #endif #ifdef ANIMATESHEET in float cellIndex; #ifdef ANIMATESHEETRANDOMSTART in float cellStartOffset; #endif #endif #ifdef NOISE in vec3 noiseCoordinates1;in vec3 noiseCoordinates2; #endif out vec3 outPosition; #ifdef CUSTOMEMITTER out vec3 outInitialPosition; #endif out float outAge;out float outLife;out vec4 outSeed;out vec3 outSize; #ifndef COLORGRADIENTS out vec4 outColor; #endif out vec3 outDirection; #ifndef BILLBOARD out vec3 outInitialDirection; #endif #ifdef ANGULARSPEEDGRADIENTS out float outAngle; #else out vec2 outAngle; #endif #ifdef ANIMATESHEET out float outCellIndex; #ifdef ANIMATESHEETRANDOMSTART out float outCellStartOffset; #endif #endif #ifdef NOISE out vec3 outNoiseCoordinates1;out vec3 outNoiseCoordinates2; #endif #ifdef SIZEGRADIENTS uniform sampler2D sizeGradientSampler; #endif #ifdef ANGULARSPEEDGRADIENTS uniform sampler2D angularSpeedGradientSampler; #endif #ifdef VELOCITYGRADIENTS uniform sampler2D velocityGradientSampler; #endif #ifdef LIMITVELOCITYGRADIENTS uniform sampler2D limitVelocityGradientSampler;uniform float limitVelocityDamping; #endif #ifdef DRAGGRADIENTS uniform sampler2D dragGradientSampler; #endif #ifdef NOISE uniform vec3 noiseStrength;uniform sampler2D noiseSampler; #endif #ifdef ANIMATESHEET uniform vec4 cellInfos; #endif vec3 getRandomVec3(float offset) {return texture(randomSampler2,vec2(float(gl_VertexID)*offset/currentCount,0)).rgb;} vec4 getRandomVec4(float offset) {return texture(randomSampler,vec2(float(gl_VertexID)*offset/currentCount,0));} void main() {float newAge=age+timeDelta; if (newAge>=life && stopFactor != 0.) {vec3 newPosition;vec3 newDirection;vec4 randoms=getRandomVec4(seed.x);outLife=lifeTime.x+(lifeTime.y-lifeTime.x)*randoms.r;outAge=newAge-life;outSeed=seed; #ifdef SIZEGRADIENTS outSize.x=texture(sizeGradientSampler,vec2(0,0)).r; #else outSize.x=sizeRange.x+(sizeRange.y-sizeRange.x)*randoms.g; #endif outSize.y=scaleRange.x+(scaleRange.y-scaleRange.x)*randoms.b;outSize.z=scaleRange.z+(scaleRange.w-scaleRange.z)*randoms.a; #ifndef COLORGRADIENTS outColor=color1+(color2-color1)*randoms.b; #endif #ifndef ANGULARSPEEDGRADIENTS outAngle.y=angleRange.x+(angleRange.y-angleRange.x)*randoms.a;outAngle.x=angleRange.z+(angleRange.w-angleRange.z)*randoms.r; #else outAngle=angleRange.z+(angleRange.w-angleRange.z)*randoms.r; #endif #ifdef POINTEMITTER vec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);newPosition=vec3(0,0,0);newDirection=direction1+(direction2-direction1)*randoms3; #elif defined(BOXEMITTER) vec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);newPosition=minEmitBox+(maxEmitBox-minEmitBox)*randoms2;newDirection=direction1+(direction2-direction1)*randoms3; #elif defined(HEMISPHERICEMITTER) vec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);float phi=2.0*PI*randoms2.x;float theta=acos(2.0*randoms2.y-1.0);float randX=cos(phi)*sin(theta);float randY=cos(theta);float randZ=sin(phi)*sin(theta);newPosition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,abs(randY),randZ);newDirection=newPosition+directionRandomizer*randoms3; #elif defined(SPHEREEMITTER) vec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);float phi=2.0*PI*randoms2.x;float theta=acos(2.0*randoms2.y-1.0);float randX=cos(phi)*sin(theta);float randY=cos(theta);float randZ=sin(phi)*sin(theta);newPosition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,randY,randZ); #ifdef DIRECTEDSPHEREEMITTER newDirection=normalize(direction1+(direction2-direction1)*randoms3); #else newDirection=normalize(newPosition+directionRandomizer*randoms3); #endif #elif defined(CYLINDEREMITTER) vec3 randoms2=getRandomVec3(seed.y);vec3 randoms3=getRandomVec3(seed.z);float yPos=(randoms2.x-0.5)*height;float angle=randoms2.y*PI*2.;float inverseRadiusRangeSquared=((1.-radiusRange)*(1.-radiusRange));float positionRadius=radius*sqrt(inverseRadiusRangeSquared+(randoms2.z*(1.-inverseRadiusRangeSquared)));float xPos=positionRadius*cos(angle);float zPos=positionRadius*sin(angle);newPosition=vec3(xPos,yPos,zPos); #ifdef DIRECTEDCYLINDEREMITTER newDirection=direction1+(direction2-direction1)*randoms3; #else angle=angle+((randoms3.x-0.5)*PI)*directionRandomizer;newDirection=vec3(cos(angle),(randoms3.y-0.5)*directionRandomizer,sin(angle));newDirection=normalize(newDirection); #endif #elif defined(CONEEMITTER) vec3 randoms2=getRandomVec3(seed.y);float s=2.0*PI*randoms2.x; #ifdef CONEEMITTERSPAWNPOINT float h=0.0001; #else float h=randoms2.y*height.y;h=1.-h*h; #endif float lRadius=radius.x-radius.x*randoms2.z*radius.y;lRadius=lRadius*h;float randX=lRadius*sin(s);float randZ=lRadius*cos(s);float randY=h *height.x;newPosition=vec3(randX,randY,randZ); if (abs(cos(coneAngle))==1.0) {newDirection=vec3(0.,1.0,0.);} else {vec3 randoms3=getRandomVec3(seed.z);newDirection=normalize(newPosition+directionRandomizer*randoms3); } #elif defined(CUSTOMEMITTER) newPosition=initialPosition;outInitialPosition=initialPosition; #else newPosition=vec3(0.,0.,0.);newDirection=2.0*(getRandomVec3(seed.w)-vec3(0.5,0.5,0.5)); #endif float power=emitPower.x+(emitPower.y-emitPower.x)*randoms.a; #ifdef LOCAL outPosition=newPosition; #else outPosition=(emitterWM*vec4(newPosition,1.)).xyz; #endif #ifdef CUSTOMEMITTER outDirection=direction; #ifndef BILLBOARD outInitialDirection=direction; #endif #else #ifdef LOCAL vec3 initial=newDirection; #else vec3 initial=(emitterWM*vec4(newDirection,0.)).xyz; #endif outDirection=initial*power; #ifndef BILLBOARD outInitialDirection=initial; #endif #endif #ifdef ANIMATESHEET outCellIndex=cellInfos.x; #ifdef ANIMATESHEETRANDOMSTART outCellStartOffset=randoms.a*outLife; #endif #endif #ifdef NOISE outNoiseCoordinates1=noiseCoordinates1;outNoiseCoordinates2=noiseCoordinates2; #endif } else {float directionScale=timeDelta;outAge=newAge;float ageGradient=newAge/life; #ifdef VELOCITYGRADIENTS directionScale*=texture(velocityGradientSampler,vec2(ageGradient,0)).r; #endif #ifdef DRAGGRADIENTS directionScale*=1.0-texture(dragGradientSampler,vec2(ageGradient,0)).r; #endif #if defined(CUSTOMEMITTER) outPosition=position+(direction-position)*ageGradient; outInitialPosition=initialPosition; #else outPosition=position+direction*directionScale; #endif outLife=life;outSeed=seed; #ifndef COLORGRADIENTS outColor=color; #endif #ifdef SIZEGRADIENTS outSize.x=texture(sizeGradientSampler,vec2(ageGradient,0)).r;outSize.yz=size.yz; #else outSize=size; #endif #ifndef BILLBOARD outInitialDirection=initialDirection; #endif #ifdef CUSTOMEMITTER outDirection=direction; #else vec3 updatedDirection=direction+gravity*timeDelta; #ifdef LIMITVELOCITYGRADIENTS float limitVelocity=texture(limitVelocityGradientSampler,vec2(ageGradient,0)).r;float currentVelocity=length(updatedDirection);if (currentVelocity>limitVelocity) {updatedDirection=updatedDirection*limitVelocityDamping;} #endif outDirection=updatedDirection; #ifdef NOISE float fetchedR=texture(noiseSampler,vec2(noiseCoordinates1.x,noiseCoordinates1.y)*vec2(0.5)+vec2(0.5)).r;float fetchedG=texture(noiseSampler,vec2(noiseCoordinates1.z,noiseCoordinates2.x)*vec2(0.5)+vec2(0.5)).r;float fetchedB=texture(noiseSampler,vec2(noiseCoordinates2.y,noiseCoordinates2.z)*vec2(0.5)+vec2(0.5)).r;vec3 force=vec3(2.*fetchedR-1.,2.*fetchedG-1.,2.*fetchedB-1.)*noiseStrength;outDirection=outDirection+force*timeDelta;outNoiseCoordinates1=noiseCoordinates1;outNoiseCoordinates2=noiseCoordinates2; #endif #endif #ifdef ANGULARSPEEDGRADIENTS float angularSpeed=texture(angularSpeedGradientSampler,vec2(ageGradient,0)).r;outAngle=angle+angularSpeed*timeDelta; #else outAngle=vec2(angle.x+angle.y*timeDelta,angle.y); #endif #ifdef ANIMATESHEET float offsetAge=outAge;float dist=cellInfos.y-cellInfos.x; #ifdef ANIMATESHEETRANDOMSTART outCellStartOffset=cellStartOffset;offsetAge+=cellStartOffset; #else float cellStartOffset=0.; #endif float ratio=0.;if (cellInfos.w==1.0) {ratio=clamp(mod(cellStartOffset+cellInfos.z*offsetAge,life)/life,0.,1.0);} else {ratio=clamp(cellStartOffset+cellInfos.z*offsetAge/life,0.,1.0);} outCellIndex=float(int(cellInfos.x+ratio*dist)); #endif }}`; // Sideeffect ShaderStore.ShadersStore[name] = shader; /** @internal */ export const gpuUpdateParticlesVertexShader = { name, shader }; //# sourceMappingURL=gpuUpdateParticles.vertex.js.map