Saxum/data/shader/flame.gsh

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#version 150
uniform mat4 viewProjectionMatrix;
uniform float time;
layout(points) in;
layout(triangle_strip, max_vertices = 256) out;
const float PI = 3.1415926;
const float transition_point = 1.178097;
const float sin_p1 = 0.4;
const float sin_p2 = 2;
const float ex_p1 = 1.093;
const float ex_p2 = 1.9996;
const float begin = 0;
const float end = 2.3;
float radiusFunction(float x) {
if (x < transition_point) {
return sin_p1 * sin(sin_p2 * x);
}
else {
return exp(ex_p1 - ex_p2 * x);
}
}
void main() {
float resolution = 8.0;
float step = abs(end-begin)/resolution;
for (float i = begin; i<end; i+=step) {
float downRadius = radiusFunction(i);
float upRadius = radiusFunction(i+step);
for (int j = 0; j<resolution; j++) {
float leftAngle = PI * 2.0 / resolution * j;
float rightAngle = PI * 2.0 / resolution * (j+1);
vec4 offset = vec4(cos(leftAngle) * downRadius, i, -sin(leftAngle) * downRadius, 0.0);
gl_Position = gl_in[0].gl_Position + viewProjectionMatrix * offset;
EmitVertex();
offset = vec4(cos(leftAngle) * upRadius, i + step, -sin(leftAngle) * upRadius, 0.0);
gl_Position = gl_in[0].gl_Position + viewProjectionMatrix * offset;
EmitVertex();
offset = vec4(cos(rightAngle) * downRadius, i, -sin(rightAngle) * downRadius, 0.0);
gl_Position = gl_in[0].gl_Position + viewProjectionMatrix * offset;
EmitVertex();
offset = vec4(cos(rightAngle) * upRadius, i + step, -sin(rightAngle) * upRadius, 0.0);
gl_Position = gl_in[0].gl_Position + viewProjectionMatrix * offset;
EmitVertex();
EndPrimitive();
}
}
}