MakeParticle.hx 3.5 KB

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  1. package arm.node;
  2. import arm.shader.NodeShader;
  3. import arm.shader.NodeShaderContext;
  4. import arm.shader.NodeShaderData;
  5. class MakeParticle {
  6. public static function run(data: NodeShaderData): NodeShaderContext {
  7. var context_id = "mesh";
  8. var con_part:NodeShaderContext = data.add_context({
  9. name: context_id,
  10. depth_write: false,
  11. compare_mode: "always",
  12. cull_mode: "clockwise",
  13. vertex_elements: [{name: "pos", data: "short4norm"}],
  14. color_attachments: ["R8"]
  15. });
  16. var vert = con_part.make_vert();
  17. var frag = con_part.make_frag();
  18. frag.ins = vert.outs;
  19. vert.write_attrib('vec4 spos = vec4(pos.xyz, 1.0);');
  20. vert.add_uniform('float brushRadius', '_brushRadius');
  21. vert.write_attrib('vec3 emitFrom = vec3(fhash(gl_InstanceID), fhash(gl_InstanceID * 2), fhash(gl_InstanceID * 3));');
  22. vert.write_attrib('emitFrom = emitFrom * brushRadius - brushRadius / 2.0;');
  23. vert.write_attrib('spos.xyz += emitFrom * vec3(256.0, 256.0, 256.0);');
  24. vert.add_uniform('mat4 pd', '_particleData');
  25. var str_tex_hash = "float fhash(int n) { return fract(sin(float(n)) * 43758.5453); }\n";
  26. vert.add_function(str_tex_hash);
  27. vert.add_out('float p_age');
  28. vert.write('p_age = pd[3][3] - float(gl_InstanceID) * pd[0][1];');
  29. vert.write('p_age -= p_age * fhash(gl_InstanceID) * pd[2][3];');
  30. vert.write('if (pd[0][0] > 0.0 && p_age < 0.0) p_age += float(int(-p_age / pd[0][0]) + 1) * pd[0][0];');
  31. vert.add_out('float p_lifetime');
  32. vert.write('p_lifetime = pd[0][2];');
  33. vert.write('if (p_age < 0.0 || p_age > p_lifetime) {');
  34. // vert.write('SPIRV_Cross_Output stage_output;');
  35. // vert.write('stage_output.svpos /= 0.0;');
  36. // vert.write('return stage_output;');
  37. vert.write('spos /= 0.0;');
  38. vert.write('}');
  39. vert.add_out('vec3 p_velocity');
  40. vert.write('p_velocity = vec3(pd[1][0], pd[1][1], pd[1][2]);');
  41. vert.write('p_velocity.x += fhash(gl_InstanceID) * pd[1][3] - pd[1][3] / 2.0;');
  42. vert.write('p_velocity.y += fhash(gl_InstanceID + int(pd[0][3])) * pd[1][3] - pd[1][3] / 2.0;');
  43. vert.write('p_velocity.z += fhash(gl_InstanceID + 2 * int(pd[0][3])) * pd[1][3] - pd[1][3] / 2.0;');
  44. vert.write('p_velocity.x += (pd[2][0] * p_age) / 5.0;');
  45. vert.write('p_velocity.y += (pd[2][1] * p_age) / 5.0;');
  46. vert.write('p_velocity.z += (pd[2][2] * p_age) / 5.0;');
  47. vert.add_out('vec3 p_location');
  48. vert.write('p_location = p_velocity * p_age;');
  49. vert.write('spos.xyz += p_location;');
  50. vert.write('spos.xyz *= vec3(0.01, 0.01, 0.01);');
  51. vert.add_uniform('mat4 WVP', '_worldViewProjectionMatrix');
  52. vert.write('gl_Position = mul(spos, WVP);');
  53. vert.add_uniform('vec4 inp', '_inputBrush');
  54. vert.write('vec2 binp = vec2(inp.x, 1.0 - inp.y);');
  55. vert.write('binp = binp * 2.0 - 1.0;');
  56. vert.write('binp *= gl_Position.w;');
  57. vert.write('gl_Position.xy += binp;');
  58. vert.add_out('float p_fade');
  59. vert.write('p_fade = sin(min((p_age / 8.0) * 3.141592, 3.141592));');
  60. frag.add_out('float fragColor');
  61. frag.write('fragColor = p_fade;');
  62. // vert.add_out('vec4 wvpposition');
  63. // vert.write('wvpposition = gl_Position;');
  64. // frag.write('vec2 texCoord = wvpposition.xy / wvpposition.w;');
  65. // frag.add_uniform('sampler2D gbufferD');
  66. // frag.write('fragColor *= 1.0 - clamp(distance(textureLod(gbufferD, texCoord, 0.0).r, wvpposition.z), 0.0, 1.0);');
  67. // Material.finalize(con_part);
  68. con_part.data.shader_from_source = true;
  69. con_part.data.vertex_shader = vert.get();
  70. con_part.data.fragment_shader = frag.get();
  71. return con_part;
  72. }
  73. }