#pragma once static const char vsUpdate[] = R"(#version 410 core #line 5 uniform float MAX_AGE; uniform float Time; uniform float DeltaTime; uniform ivec2 RenderSize; uniform vec4 SPAWN_AREAS[ MAX_BUCKETS ]; //left, width, bottom, height uniform float SPAWN_CHANCES[ MAX_BUCKETS ]; uniform float ENERGY_MAX_AGE_FACTOR; uniform float TURBULENCE_DETAIL; uniform float TURBULENCE_SPEED; uniform float BURST_DURATION; uniform float BURST_INTENSITY; layout( location = 0 ) in vec2 vPosition; //Particle position layout( location = 1 ) in vec2 vVelocity; //Particle velocity layout( location = 2 ) in vec2 vBurstVel; //Burst velocity, fully faded out after 25% life. layout( location = 3 ) in float vAge; //Age layout( location = 4 ) in int vBucketIndex; //Bucket Index out vec2 oPosition; out vec2 oVelocity; out vec2 oBurstVel; out float oAge; out int oBucketIndex; const float InverseMaxInt = 1.0 / 4294967295.0; float randhash( uint seed, float b ) { uint i = (seed ^ 12345391u) * 2654435769u; i ^= (i << 6u) ^ (i >> 26u); i *= 2654435769u; i += (i << 5u) ^ (i >> 12u); return float( b * i ) * InverseMaxInt; } vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} float snoise(vec3 v){ const vec2 C = vec2(1.0/6.0, 1.0/3.0) ; const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); // First corner vec3 i = floor(v + dot(v, C.yyy) ); vec3 x0 = v - i + dot(i, C.xxx) ; // Other corners vec3 g = step(x0.yzx, x0.xyz); vec3 l = 1.0 - g; vec3 i1 = min( g.xyz, l.zxy ); vec3 i2 = max( g.xyz, l.zxy ); // x0 = x0 - 0. + 0.0 * C vec3 x1 = x0 - i1 + 1.0 * C.xxx; vec3 x2 = x0 - i2 + 2.0 * C.xxx; vec3 x3 = x0 - 1. + 3.0 * C.xxx; // Permutations i = mod(i, 289.0 ); vec4 p = permute( permute( permute( i.z + vec4(0.0, i1.z, i2.z, 1.0 )) + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) + i.x + vec4(0.0, i1.x, i2.x, 1.0 )); // Gradients // ( N*N points uniformly over a square, mapped onto an octahedron.) float n_ = 1.0/7.0; // N=7 vec3 ns = n_ * D.wyz - D.xzx; vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N) vec4 x_ = floor(j * ns.z); vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) vec4 x = x_ *ns.x + ns.yyyy; vec4 y = y_ *ns.x + ns.yyyy; vec4 h = 1.0 - abs(x) - abs(y); vec4 b0 = vec4( x.xy, y.xy ); vec4 b1 = vec4( x.zw, y.zw ); vec4 s0 = floor(b0)*2.0 + 1.0; vec4 s1 = floor(b1)*2.0 + 1.0; vec4 sh = -step(h, vec4(0.0)); vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; vec3 p0 = vec3(a0.xy,h.x); vec3 p1 = vec3(a0.zw,h.y); vec3 p2 = vec3(a1.xy,h.z); vec3 p3 = vec3(a1.zw,h.w); //Normalise gradients vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w; // Mix final noise value vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); m = m * m; return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3) ) ); } vec2 normalNoise(vec2 _st, float _zoom, float _speed){ vec2 v1 = _st; vec2 v2 = _st; vec2 v3 = _st; float expon = pow(10.0, _zoom*2.0); v1 /= 1.0*expon; v2 /= 0.62*expon; v3 /= 0.83*expon; float n = Time*_speed; float nr = (snoise(vec3(v1, n)) + snoise(vec3(v2, n)) + snoise(vec3(v3, n))) / 6.0 + 0.5; n = Time * _speed + 1000.0; float ng = (snoise(vec3(v1, n)) + snoise(vec3(v2, n)) + snoise(vec3(v3, n))) / 6.0 + 0.5; return vec2(nr,ng) * 2.0 - 1.0; } void main() { vec2 turbulence = normalNoise( (vPosition * 0.5 + 0.5) * RenderSize, 1.5, TURBULENCE_SPEED ) * 1.0; turbulence += normalNoise( (vPosition * 0.5 + 0.5) * RenderSize, TURBULENCE_DETAIL, TURBULENCE_SPEED ) * 2.0; turbulence /= RenderSize; turbulence *= 50.0; oVelocity = vVelocity + turbulence; oPosition = vPosition + oVelocity * DeltaTime + (1.0 - clamp( vAge / MAX_AGE, 0.0, BURST_DURATION ) / BURST_DURATION) * vBurstVel * DeltaTime; oBurstVel = vBurstVel; oAge = vAge + DeltaTime; oBucketIndex = vBucketIndex; if( oAge >= MAX_AGE ) { uint seed = uint( Time * 1000.0 ) + uint( gl_VertexID ); if( randhash( seed++, 1.0 ) < SPAWN_CHANCES[ vBucketIndex ] ) { float xPhase = randhash( seed++, 1.0 ); float yPhase = randhash( seed++, 1.0 ); oPosition.x = SPAWN_AREAS[ vBucketIndex ].y * xPhase + SPAWN_AREAS[ vBucketIndex ].x; oPosition.y = SPAWN_AREAS[ vBucketIndex ].w * yPhase + SPAWN_AREAS[ vBucketIndex ].z; oVelocity = vec2( 0.0, 1.0 ); oBurstVel = vec2( randhash( seed++, 0.2 ) - 0.1, BURST_INTENSITY / MAX_AGE ); oAge = 0.0;//MAX_AGE * ENERGY_MAX_AGE_FACTOR * (1.0 - SPAWN_CHANCES[ vBucketIndex ] ); } } } )";