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vertex.glsl
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#version 300 es
precision highp float;
layout(location = 0) in vec2 inPosition;
layout(location = 1) in vec2 inVelocity;
layout(location = 2) in float inTime;
layout(location = 3) in float inDuration;
layout(location = 4) in float inAlpha;
out vec2 outPosition;
out vec2 outVelocity;
out float outTime;
out float outDuration;
out float outAlpha;
out float alpha;
uniform float reset;
uniform float time;
uniform float deltaTime;
uniform vec2 size;
uniform float r;
uniform float seed;
uniform float noiseScale;
uniform float noiseSpeed;
uniform float noiseMovement;
uniform float dampingMult;
uniform float forceMult;
uniform float velocityMult;
uniform float longevity;
uniform float maxVelocity;
uniform float fadeOut;
uniform vec2 fadeOutXY;
uniform float text;
uniform sampler2D textTexture;
float rand(vec2 n) {
return fract(sin(dot(n,vec2(12.9898,4.1414-seed*.42)))*43758.5453);
}
vec4 loop(vec4 p) {
p.xy = fract(p.xy / noiseScale) * noiseScale;
p.zw = fract(p.zw / noiseScale) * noiseScale;
return p;
}
vec3 loop(vec3 p) {
p.xy = fract(p.xy / noiseScale) * noiseScale;
return p;
}
float mod289(float x){return x-floor(x*(1./(289.+seed)))*(289.+seed);}
vec4 mod289(vec4 x){return x-floor(x*(1./(289.+seed)))*(289.0+seed);}
vec4 perm(vec4 x){return mod289(((x*34.)+1.)*x);}
float noise(vec3 p){
vec3 a = floor(p);
vec3 d = p - a;
d = d * d * (3. - 2. * d);
vec4 b = a.xxyy + vec4(0., 1., 0., 1.);
vec4 k1 = perm(loop(b.xyxy));
vec4 k2 = perm(loop(k1.xyxy + b.zzww));
vec4 c = k2 + a.zzzz;
vec4 k3 = perm(c);
vec4 k4 = perm(c + 1.0);
vec4 o3 = fract(k4 / 41.0) * d.z + fract(k3 / 41.0) * (1.0 - d.z);
vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
return o4.y * d.y + o4.x * (1.0 - d.y);
}
vec3 grad(vec3 p) {
const vec2 e = vec2(.1, .0);
return vec3(
noise(loop(p + e.xyy)) - noise(loop(p - e.xyy)),
noise(loop(p + e.yxy)) - noise(loop(p - e.yxy)),
noise(loop(p + e.yyx)) - noise(loop(p - e.yyx))
) / (2.0 * e.x);
}
vec3 curlNoise(vec3 p) {
p.xy /= size;
p.x *= (size.x / size.y);
p.xy = fract(p.xy);
p.xy *= noiseScale;
const vec2 e = vec2(.01, .0);
return grad(loop(p)).yzx - vec3(
grad(loop(p + e.yxy)).z,
grad(loop(p + e.yyx)).x,
grad(loop(p + e.xyy)).y
);
}
float textAlpha(vec2 pos) {
vec2 uv = pos / size;
uv.y = 1. - uv.y;
return texture(textTexture, uv).a;
}
vec2 genpos() {
float t = fract(time / 50.) * 50.;
if (text > 0.) {
vec2 pos = vec2(-10., -10.);
int i = 0;
for (; i < 4 && textAlpha(pos * size) < .3; ++i) {
pos = vec2(
rand(vec2(42., -3.) * vec2(cos(float(gl_VertexID + i) - seed), gl_VertexID + i)),
rand(vec2(-3., 42.) * vec2(t * (t + float(i)), sin(float(gl_VertexID + i) + seed)))
);
}
return pos * size;
}
return size * vec2(
rand(vec2(42., -3.) * vec2(cos(float(gl_VertexID) - seed), gl_VertexID)),
rand(vec2(-3., 42.) * vec2(t * t, sin(float(gl_VertexID) + seed)))
);
}
void main() {
vec2 position = inPosition;
vec2 velocity = inVelocity;
float particleDuration = inDuration;
float particleTime = inTime + deltaTime * particleDuration / longevity;
float particleAlpha = inAlpha;
if (reset > 0.) {
particleTime = rand(vec2(-94.3, 83.9) * vec2(gl_VertexID, gl_VertexID));
particleDuration = .5 + 2. * rand(vec2(gl_VertexID) + seed * 32.4);
position = genpos();
velocity = vec2(0.);
particleAlpha = text > .5 ? particleAlpha = textAlpha(position) : 1.;
} else if (particleTime >= 1.) {
particleTime = 0.0;
particleDuration = .5 + 2. * rand(vec2(gl_VertexID) + position);
if (text > .5) {
position = genpos();
particleAlpha = textAlpha(position);
} else {
particleAlpha = 1.;
}
velocity = vec2(0.);
}
float textVelocityMult = 1.;
if (text > .5) {
float insideText = textVelocityMult = textAlpha(position);
particleAlpha = min(max(particleAlpha + (insideText - .75) * deltaTime * 3., 0.), 1.);
if (fadeOut > 0.) {
particleAlpha *= mix(1., insideText, fadeOut);
}
}
float msz = min(size.x, size.y);
vec2 force = normalize(curlNoise(
vec3(
position + time * (noiseMovement / 100. * msz),
time * noiseSpeed + rand(position) * 2.5
)
).xy);
velocity += force * forceMult * deltaTime * msz * .1;
velocity *= dampingMult;
float vlen = length(velocity);
float maxVelocityPx = maxVelocity / 100. * msz;
if (vlen > maxVelocityPx) {
velocity = velocity / vlen * maxVelocityPx;
}
float fadeOutAlpha = 1.;
if (fadeOut > 0.) {
vec2 vector = position - fadeOutXY;
float dist = length(vector);
vec2 dir = normalize(vector);
float dst = .9 * max(0., 1. - max(0., dist / (max(size.x, size.y) * fadeOut) - 1.));
position += dir * deltaTime * 1000. * dst;
fadeOutAlpha = 1. - fadeOut;
}
position += velocity * velocityMult * textVelocityMult * deltaTime;
if ((
position.x < 0. ||
position.y < 0. ||
position.x > size.x ||
position.y > size.y
) && fadeOut < .1) {
particleTime = 0.0;
position = genpos();
particleDuration = .5 + 2. * rand(vec2(gl_VertexID) + position);
velocity = vec2(0.);
}
outPosition = position;
outVelocity = velocity;
outTime = particleTime;
outDuration = particleDuration;
outAlpha = particleAlpha;
gl_PointSize = r;
gl_Position = vec4((position / size * 2.0 - vec2(1.0)), 0.0, 1.0);
alpha = sin(particleTime * 3.14) * fadeOutAlpha * particleAlpha * (.6 + .4 * rand(vec2(gl_VertexID)));
}
// @dkaraush