Files
kraken/standard_assets/shaders/dust_particle_osx.vsh
2025-08-31 14:11:20 -07:00

59 lines
3.0 KiB
GLSL

//
// dust_particle_osx.vsh
// Kraken Engine
//
// Copyright 2025 Kearwood Gilbert. All rights reserved.
//
// Redistribution and use in source and binary forms, with or without modification, are
// permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this list of
// conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice, this list
// of conditions and the following disclaimer in the documentation and/or other materials
// provided with the distribution.
//
// THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''AS IS'' AND ANY EXPRESS OR IMPLIED
// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// The views and conclusions contained in the software and documentation are those of the
// authors and should not be interpreted as representing official policies, either expressed
// or implied, of Kearwood Gilbert.
//
in mediump vec2 vertex_uv;
uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
uniform mediump vec4 viewport;
uniform mediump float flare_size;
in vec4 vertex_position;
uniform highp vec3 particle_origin;
uniform highp mat4 shadow_mvp1;
out mediump vec4 shadowMapCoord1;
out mediump vec2 texCoord;
uniform highp float time_absolute;
out lowp float intensity_modulate;
void main() {
highp vec4 offset_center = vertex_position + vec4(particle_origin, 0.0);
offset_center.xyz += vec3(sin((time_absolute + vertex_position.x * 100.0) * 0.05), sin((time_absolute + vertex_position.y * 100.0) * 0.07), sin((time_absolute + vertex_position.z * 100.0) * 0.03)) * 0.05;
offset_center = vec4(mod(offset_center.x + 1.0, 2.0) - 1.0, mod(offset_center.y + 1.0, 2.0) - 1.0, mod(offset_center.z + 1.0, 2.0) - 1.0, 1.0);
highp vec4 particle_center = mvp_matrix * offset_center;
texCoord = vertex_uv * 3.46410161513775; // 3.46410161513775 = 2 * sqrt(3); 1 / (2 * sqrt(3)) is the radius of a circle encompased by a equilateral triangle with a side length of 1.
gl_Position = particle_center + vec4(vertex_uv.x * viewport.w / viewport.z * 2.0 - 1.0, vertex_uv.y * 2.0 - 1.0, 0.0, 0.0) * flare_size;
shadowMapCoord1 = shadow_mvp1 * offset_center;
intensity_modulate = sin(time_absolute + mod(vertex_position.x * 100.0, 6.28318530717959)) * 0.5 + 0.5;
}