package arm.node; import arm.node.MaterialShader; class MakeParticle { public static function run(data: MaterialShaderData): MaterialShaderContext { var context_id = "mesh"; var con_part:MaterialShaderContext = data.add_context({ name: context_id, depth_write: false, compare_mode: "always", cull_mode: "clockwise", vertex_elements: [{name: "pos", data: "short4norm"}] }); 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));'); vert.write_attrib('emitFrom = emitFrom * brushRadius - brushRadius / 2.0;'); vert.write_attrib('spos.xyz += emitFrom * vec3(256.0, 256.0, 256.0);'); vert.add_uniform('mat4 pd', '_particleData'); var str_tex_hash = "float fhash(int n) { return fract(sin(float(n)) * 43758.5453); }\n"; vert.add_function(str_tex_hash); vert.add_out('float p_age'); vert.write('p_age = pd[3][3] - float(gl_InstanceID) * pd[0][1];'); vert.write('p_age -= p_age * fhash(gl_InstanceID) * pd[2][3];'); 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];'); vert.add_out('float p_lifetime'); vert.write('p_lifetime = pd[0][2];'); vert.write('if (p_age < 0.0 || p_age > p_lifetime) {'); // vert.write('SPIRV_Cross_Output stage_output;'); // vert.write('stage_output.svpos /= 0.0;'); // vert.write('return stage_output;'); vert.write('spos /= 0.0;'); vert.write('}'); vert.add_out('vec3 p_velocity'); vert.write('p_velocity = vec3(pd[1][0], pd[1][1], pd[1][2]);'); 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;'); 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'); vert.write('p_fade = sin(min((p_age / 8.0) * 3.141592, 3.141592));'); 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'); // frag.write('fragColor *= 1.0 - clamp(distance(textureLod(gbufferD, texCoord, 0.0).r, wvpposition.z), 0.0, 1.0);'); // 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; } }