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Revision 6871
(checked in by robert, 2 years ago)
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Checked in first cut of new SVN for OpenSceneGraph-Data
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uniform float inversePeriod; |
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uniform vec4 particleColour; |
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uniform float particleSize; |
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uniform float osg_SimulationTime; |
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uniform float osg_DeltaSimulationTime; |
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varying vec4 colour; |
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varying vec2 texCoord; |
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void main(void) |
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{ |
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float offset = gl_Vertex.z; |
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float startTime = gl_MultiTexCoord1.x; |
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texCoord = gl_MultiTexCoord0.xy; |
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vec4 v_previous = gl_Vertex; |
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v_previous.z = fract( (osg_SimulationTime - startTime)*inversePeriod - offset); |
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vec4 v_current = v_previous; |
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v_current.z += (osg_DeltaSimulationTime*inversePeriod); |
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colour = particleColour; |
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vec4 v1 = gl_ModelViewMatrix * v_current; |
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vec4 v2 = gl_TextureMatrix[0] * v_previous; |
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vec3 dv = v2.xyz - v1.xyz; |
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vec2 dv_normalized = normalize(dv.xy); |
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dv.xy += dv_normalized * particleSize; |
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vec2 dp = vec2( -dv_normalized.y, dv_normalized.x ) * particleSize; |
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float area = length(dv.xy); |
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colour.a = 0.05+(particleSize)/area; |
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v1.xyz += dv*texCoord.y; |
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v1.xy += dp*texCoord.x; |
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gl_Position = gl_ProjectionMatrix * v1; |
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} |
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