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armorpaint/Sources/arm/node/MakeParticle.hx
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package arm.node;
import arm.node.MaterialShader;
class MakeParticle {
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public static function run(data: MaterialShaderData): MaterialShaderContext {
var context_id = "mesh";
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var con_part:MaterialShaderContext = data.add_context({
name: context_id,
depth_write: false,
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compare_mode: "always",
cull_mode: "clockwise",
vertex_elements: [{name: "pos", data: "short4norm"}]
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});
var vert = con_part.make_vert();
var frag = con_part.make_frag();
frag.ins = vert.outs;
vert.write_attrib('vec4 spos = vec4(pos.xyz, 1.0);');
vert.add_uniform('float brushRadius', '_brushRadius');
vert.write_attrib('vec3 emitFrom = vec3(fhash(gl_InstanceID), fhash(gl_InstanceID * 2), fhash(gl_InstanceID * 3));');
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vert.write_attrib('emitFrom = emitFrom * brushRadius - brushRadius / 2.0;');
vert.write_attrib('spos.xyz += emitFrom * vec3(256.0, 256.0, 256.0);');
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vert.add_uniform('mat4 pd', '_particleData');
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var str_tex_hash = "float fhash(int n) { return fract(sin(float(n)) * 43758.5453); }\n";
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vert.add_function(str_tex_hash);
vert.add_out('float p_age');
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vert.write('p_age = pd[3][3] - float(gl_InstanceID) * pd[0][1];');
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vert.write('p_age -= p_age * fhash(gl_InstanceID) * pd[2][3];');
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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];');
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vert.add_out('float p_lifetime');
vert.write('p_lifetime = pd[0][2];');
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vert.write('if (p_age < 0.0 || p_age > p_lifetime) {');
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// vert.write('SPIRV_Cross_Output stage_output;');
// vert.write('stage_output.svpos /= 0.0;');
// vert.write('return stage_output;');
vert.write('spos /= 0.0;');
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vert.write('}');
vert.add_out('vec3 p_velocity');
vert.write('p_velocity = vec3(pd[1][0], pd[1][1], pd[1][2]);');
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vert.write('p_velocity.x += fhash(gl_InstanceID) * pd[1][3] - pd[1][3] / 2.0;');
vert.write('p_velocity.y += fhash(gl_InstanceID + int(pd[0][3])) * pd[1][3] - pd[1][3] / 2.0;');
vert.write('p_velocity.z += fhash(gl_InstanceID + 2 * int(pd[0][3])) * pd[1][3] - pd[1][3] / 2.0;');
vert.write('p_velocity.x += (pd[2][0] * p_age) / 5.0;');
vert.write('p_velocity.y += (pd[2][1] * p_age) / 5.0;');
vert.write('p_velocity.z += (pd[2][2] * p_age) / 5.0;');
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vert.add_out('vec3 p_location');
vert.write('p_location = p_velocity * p_age;');
vert.write('spos.xyz += p_location;');
vert.add_uniform('mat4 WVP', '_worldViewProjectionMatrix');
vert.write('gl_Position = mul(spos, WVP);');
vert.add_uniform('vec4 inp', '_inputBrush');
vert.write('vec2 binp = vec2(inp.x, 1.0 - inp.y);');
vert.write('binp = binp * 2.0 - 1.0;');
vert.write('binp *= gl_Position.w;');
vert.write('gl_Position.xy += binp;');
vert.add_out('float p_fade');
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vert.write('p_fade = sin(min((p_age / 8.0) * 3.141592, 3.141592));');
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frag.add_out('float fragColor');
frag.write('fragColor = p_fade;');
// vert.add_out('vec4 wvpposition');
// vert.write('wvpposition = gl_Position;');
// frag.write('vec2 texCoord = wvpposition.xy / wvpposition.w;');
// frag.add_uniform('sampler2D gbufferD');
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// frag.write('fragColor *= 1.0 - clamp(distance(textureLod(gbufferD, texCoord, 0.0).r, wvpposition.z), 0.0, 1.0);');
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// Material.finalize(con_part);
con_part.data.shader_from_source = true;
con_part.data.vertex_shader = vert.get();
con_part.data.fragment_shader = frag.get();
return con_part;
}
}