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/*
 * Copyright 2010, Google Inc.
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 *
 *     * Redistributions of source code must retain the above copyright
 * notice, this list of conditions and the following disclaimer.
 *     * 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.
 *     * Neither the name of Google Inc. nor the names of its
 * contributors may be used to endorse or promote products derived from
 * this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "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 THE COPYRIGHT
 * OWNER 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.
 */

float4x4 worldViewProjection : WORLDVIEWPROJECTION;
float4x4 viewInverse : VIEWINVERSE;
float timeRange;
float time;

// We need to implement 1D!
sampler rampSampler;
sampler colorSampler;

struct VertexShaderInput {
  float4 uvLifeTimeStartTime : POSITION;  // u, v, lifeTime, startTime
  float4 positionSpinSpeed : TEXCOORD0;   // position.xyz, spinSpeed
  float4 velocityStartSize : TEXCOORD1;   // velocity.xyz, startSize
  float4 accelerationEndSize : TEXCOORD2; // acceleration.xyz, endSize
  float4 colorMult : COLOR; //
};

struct PixelShaderInput {
  float4 position : POSITION;
  float2 texcoord : TEXCOORD0;
  float1 percentLife : TEXCOORD1;
  float4 colorMult: TEXCOORD2;
};

PixelShaderInput vertexShaderFunction(VertexShaderInput input) {
  PixelShaderInput output;

  float2 uv = input.uvLifeTimeStartTime.xy;
  float lifeTime = input.uvLifeTimeStartTime.z;
  float startTime = input.uvLifeTimeStartTime.w;
  float3 position = input.positionSpinSpeed.xyz;
  float spinSpeed = input.positionSpinSpeed.w;
  float3 velocity = input.velocityStartSize.xyz;
  float startSize = input.velocityStartSize.w;
  float3 acceleration = input.accelerationEndSize.xyz;
  float endSize = input.accelerationEndSize.w;

  output.texcoord = float4(uv + 0.5, 0, 0);
  output.colorMult = input.colorMult;

  float localTime = (time - startTime) % timeRange;
  float percentLife = localTime / lifeTime;

  float3 basisX = viewInverse[0].xyz;
  float3 basisZ = viewInverse[1].xyz;

  float size = lerp(startSize, endSize, percentLife);
  float s = sin(spinSpeed * localTime);
  float c = cos(spinSpeed * localTime);

  float2 rotatedPoint = float2(uv.x * c + uv.y * s, -uv.x * s + uv.y * c);
  float3 localPosition = float3(basisX * rotatedPoint.x +
                                basisZ * rotatedPoint.y) * size +
                         velocity * localTime +
                         acceleration * pow(localTime, 2) + position;

  output.position = mul(float4(localPosition, 1) , worldViewProjection);
  output.percentLife = percentLife;
  return output;
}

float4 pixelShaderFunction(PixelShaderInput input): COLOR {
  float4 colorMult = tex2D(rampSampler, float2(input.percentLife, 0.5)) *
                     input.colorMult;
  float4 color = tex2D(colorSampler, input.texcoord) * colorMult;
  return color;
}

// #o3d VertexShaderEntryPoint vertexShaderFunction
// #o3d PixelShaderEntryPoint pixelShaderFunction
// #o3d MatrixLoadOrder RowMajor