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3b11e33a09
Sets `AlignOperands` to `DontAlign`. `clang-format` developers seem to mostly care about space-based indentation and every other version of clang-format breaks the bad mismatch of tabs and spaces that it seems to use for operand alignment. So it's better without, so that it respects our two-tabs `ContinuationIndentWidth`.
633 lines
19 KiB
GLSL
633 lines
19 KiB
GLSL
#[compute]
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#version 450
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#VERSION_DEFINES
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layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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#define SAMPLER_NEAREST_CLAMP 0
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#define SAMPLER_LINEAR_CLAMP 1
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#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2
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#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3
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#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4
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#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5
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#define SAMPLER_NEAREST_REPEAT 6
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#define SAMPLER_LINEAR_REPEAT 7
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#define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8
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#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9
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#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
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#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
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#define SDF_MAX_LENGTH 16384.0
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/* SET 0: GLOBAL DATA */
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layout(set = 0, binding = 1) uniform sampler material_samplers[12];
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layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalVariableData {
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vec4 data[];
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}
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global_variables;
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/* Set 1: FRAME AND PARTICLE DATA */
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// a frame history is kept for trail deterministic behavior
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#define MAX_ATTRACTORS 32
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#define ATTRACTOR_TYPE_SPHERE 0
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#define ATTRACTOR_TYPE_BOX 1
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#define ATTRACTOR_TYPE_VECTOR_FIELD 2
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struct Attractor {
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mat4 transform;
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vec3 extents; //exents or radius
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uint type;
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uint texture_index; //texture index for vector field
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float strength;
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float attenuation;
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float directionality;
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};
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#define MAX_COLLIDERS 32
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#define COLLIDER_TYPE_SPHERE 0
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#define COLLIDER_TYPE_BOX 1
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#define COLLIDER_TYPE_SDF 2
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#define COLLIDER_TYPE_HEIGHT_FIELD 3
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#define COLLIDER_TYPE_2D_SDF 4
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struct Collider {
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mat4 transform;
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vec3 extents; //exents or radius
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uint type;
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uint texture_index; //texture index for vector field
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float scale;
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uint pad[2];
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};
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struct FrameParams {
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bool emitting;
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float system_phase;
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float prev_system_phase;
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uint cycle;
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float explosiveness;
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float randomness;
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float time;
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float delta;
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uint frame;
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uint pad0;
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uint pad1;
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uint pad2;
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uint random_seed;
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uint attractor_count;
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uint collider_count;
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float particle_size;
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mat4 emission_transform;
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Attractor attractors[MAX_ATTRACTORS];
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Collider colliders[MAX_COLLIDERS];
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};
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layout(set = 1, binding = 0, std430) restrict buffer FrameHistory {
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FrameParams data[];
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}
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frame_history;
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#define PARTICLE_FLAG_ACTIVE uint(1)
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#define PARTICLE_FLAG_STARTED uint(2)
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#define PARTICLE_FLAG_TRAILED uint(4)
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#define PARTICLE_FRAME_MASK uint(0xFFFF)
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#define PARTICLE_FRAME_SHIFT uint(16)
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struct ParticleData {
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mat4 xform;
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vec3 velocity;
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uint flags;
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vec4 color;
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vec4 custom;
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};
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layout(set = 1, binding = 1, std430) restrict buffer Particles {
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ParticleData data[];
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}
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particles;
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#define EMISSION_FLAG_HAS_POSITION 1
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#define EMISSION_FLAG_HAS_ROTATION_SCALE 2
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#define EMISSION_FLAG_HAS_VELOCITY 4
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#define EMISSION_FLAG_HAS_COLOR 8
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#define EMISSION_FLAG_HAS_CUSTOM 16
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struct ParticleEmission {
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mat4 xform;
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vec3 velocity;
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uint flags;
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vec4 color;
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vec4 custom;
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};
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layout(set = 1, binding = 2, std430) restrict buffer SourceEmission {
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int particle_count;
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uint pad0;
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uint pad1;
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uint pad2;
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ParticleEmission data[];
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}
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src_particles;
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layout(set = 1, binding = 3, std430) restrict buffer DestEmission {
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int particle_count;
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int particle_max;
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uint pad1;
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uint pad2;
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ParticleEmission data[];
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}
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dst_particles;
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/* SET 2: COLLIDER/ATTRACTOR TEXTURES */
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#define MAX_3D_TEXTURES 7
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layout(set = 2, binding = 0) uniform texture3D sdf_vec_textures[MAX_3D_TEXTURES];
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layout(set = 2, binding = 1) uniform texture2D height_field_texture;
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/* SET 3: MATERIAL */
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#ifdef MATERIAL_UNIFORMS_USED
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layout(set = 3, binding = 0, std140) uniform MaterialUniforms{
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#MATERIAL_UNIFORMS
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} material;
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#endif
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layout(push_constant, binding = 0, std430) uniform Params {
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float lifetime;
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bool clear;
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uint total_particles;
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uint trail_size;
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bool use_fractional_delta;
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bool sub_emitter_mode;
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bool can_emit;
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bool trail_pass;
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}
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params;
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uint hash(uint x) {
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x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b);
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x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b);
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x = (x >> uint(16)) ^ x;
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return x;
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}
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bool emit_subparticle(mat4 p_xform, vec3 p_velocity, vec4 p_color, vec4 p_custom, uint p_flags) {
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if (!params.can_emit) {
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return false;
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}
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bool valid = false;
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int dst_index = atomicAdd(dst_particles.particle_count, 1);
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if (dst_index >= dst_particles.particle_max) {
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atomicAdd(dst_particles.particle_count, -1);
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return false;
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}
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dst_particles.data[dst_index].xform = p_xform;
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dst_particles.data[dst_index].velocity = p_velocity;
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dst_particles.data[dst_index].color = p_color;
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dst_particles.data[dst_index].custom = p_custom;
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dst_particles.data[dst_index].flags = p_flags;
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return true;
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}
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#GLOBALS
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void main() {
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uint particle = gl_GlobalInvocationID.x;
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if (params.trail_size > 1) {
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if (params.trail_pass) {
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particle += (particle / (params.trail_size - 1)) + 1;
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} else {
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particle *= params.trail_size;
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}
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}
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if (particle >= params.total_particles * params.trail_size) {
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return; //discard
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}
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uint index = particle / params.trail_size;
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uint frame = (particle % params.trail_size);
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#define FRAME frame_history.data[frame]
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#define PARTICLE particles.data[particle]
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bool apply_forces = true;
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bool apply_velocity = true;
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float local_delta = FRAME.delta;
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float mass = 1.0;
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bool restart = false;
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bool restart_position = false;
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bool restart_rotation_scale = false;
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bool restart_velocity = false;
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bool restart_color = false;
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bool restart_custom = false;
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if (params.clear) {
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PARTICLE.color = vec4(1.0);
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PARTICLE.custom = vec4(0.0);
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PARTICLE.velocity = vec3(0.0);
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PARTICLE.flags = 0;
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PARTICLE.xform = mat4(
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vec4(1.0, 0.0, 0.0, 0.0),
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vec4(0.0, 1.0, 0.0, 0.0),
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vec4(0.0, 0.0, 1.0, 0.0),
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vec4(0.0, 0.0, 0.0, 1.0));
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}
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//clear started flag if set
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if (params.trail_pass) {
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//trail started
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uint src_idx = index * params.trail_size;
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if (bool(particles.data[src_idx].flags & PARTICLE_FLAG_STARTED)) {
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//save start conditions for trails
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PARTICLE.color = particles.data[src_idx].color;
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PARTICLE.custom = particles.data[src_idx].custom;
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PARTICLE.velocity = particles.data[src_idx].velocity;
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PARTICLE.flags = PARTICLE_FLAG_TRAILED | ((frame_history.data[0].frame & PARTICLE_FRAME_MASK) << PARTICLE_FRAME_SHIFT); //mark it as trailed, save in which frame it will start
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PARTICLE.xform = particles.data[src_idx].xform;
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}
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if (bool(PARTICLE.flags & PARTICLE_FLAG_TRAILED) && ((PARTICLE.flags >> PARTICLE_FRAME_SHIFT) == (FRAME.frame & PARTICLE_FRAME_MASK))) { //check this is trailed and see if it should start now
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// we just assume that this is the first frame of the particle, the rest is deterministic
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PARTICLE.flags = PARTICLE_FLAG_ACTIVE | (particles.data[src_idx].flags & (PARTICLE_FRAME_MASK << PARTICLE_FRAME_SHIFT));
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return; //- this appears like it should be correct, but it seems not to be.. wonder why.
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}
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} else {
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PARTICLE.flags &= ~PARTICLE_FLAG_STARTED;
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}
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bool collided = false;
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vec3 collision_normal = vec3(0.0);
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float collision_depth = 0.0;
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vec3 attractor_force = vec3(0.0);
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#if !defined(DISABLE_VELOCITY)
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if (bool(PARTICLE.flags & PARTICLE_FLAG_ACTIVE)) {
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PARTICLE.xform[3].xyz += PARTICLE.velocity * local_delta;
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}
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#endif
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if (!params.trail_pass && params.sub_emitter_mode) {
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if (!bool(PARTICLE.flags & PARTICLE_FLAG_ACTIVE)) {
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int src_index = atomicAdd(src_particles.particle_count, -1) - 1;
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if (src_index >= 0) {
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PARTICLE.flags = (PARTICLE_FLAG_ACTIVE | PARTICLE_FLAG_STARTED | (FRAME.cycle << PARTICLE_FRAME_SHIFT));
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restart = true;
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if (bool(src_particles.data[src_index].flags & EMISSION_FLAG_HAS_POSITION)) {
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PARTICLE.xform[3] = src_particles.data[src_index].xform[3];
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} else {
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PARTICLE.xform[3] = vec4(0, 0, 0, 1);
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restart_position = true;
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}
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if (bool(src_particles.data[src_index].flags & EMISSION_FLAG_HAS_ROTATION_SCALE)) {
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PARTICLE.xform[0] = src_particles.data[src_index].xform[0];
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PARTICLE.xform[1] = src_particles.data[src_index].xform[1];
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PARTICLE.xform[2] = src_particles.data[src_index].xform[2];
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} else {
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PARTICLE.xform[0] = vec4(1, 0, 0, 0);
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PARTICLE.xform[1] = vec4(0, 1, 0, 0);
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PARTICLE.xform[2] = vec4(0, 0, 1, 0);
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restart_rotation_scale = true;
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}
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if (bool(src_particles.data[src_index].flags & EMISSION_FLAG_HAS_VELOCITY)) {
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PARTICLE.velocity = src_particles.data[src_index].velocity;
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} else {
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PARTICLE.velocity = vec3(0);
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restart_velocity = true;
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}
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if (bool(src_particles.data[src_index].flags & EMISSION_FLAG_HAS_COLOR)) {
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PARTICLE.color = src_particles.data[src_index].color;
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} else {
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PARTICLE.color = vec4(1);
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restart_color = true;
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}
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if (bool(src_particles.data[src_index].flags & EMISSION_FLAG_HAS_CUSTOM)) {
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PARTICLE.custom = src_particles.data[src_index].custom;
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} else {
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PARTICLE.custom = vec4(0);
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restart_custom = true;
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}
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}
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}
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} else if (FRAME.emitting) {
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float restart_phase = float(index) / float(params.total_particles);
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if (FRAME.randomness > 0.0) {
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uint seed = FRAME.cycle;
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if (restart_phase >= FRAME.system_phase) {
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seed -= uint(1);
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}
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seed *= uint(params.total_particles);
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seed += uint(index);
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float random = float(hash(seed) % uint(65536)) / 65536.0;
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restart_phase += FRAME.randomness * random * 1.0 / float(params.total_particles);
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}
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restart_phase *= (1.0 - FRAME.explosiveness);
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if (FRAME.system_phase > FRAME.prev_system_phase) {
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// restart_phase >= prev_system_phase is used so particles emit in the first frame they are processed
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if (restart_phase >= FRAME.prev_system_phase && restart_phase < FRAME.system_phase) {
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restart = true;
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if (params.use_fractional_delta) {
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local_delta = (FRAME.system_phase - restart_phase) * params.lifetime;
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}
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}
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} else if (FRAME.delta > 0.0) {
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if (restart_phase >= FRAME.prev_system_phase) {
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restart = true;
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if (params.use_fractional_delta) {
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local_delta = (1.0 - restart_phase + FRAME.system_phase) * params.lifetime;
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}
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} else if (restart_phase < FRAME.system_phase) {
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restart = true;
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if (params.use_fractional_delta) {
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local_delta = (FRAME.system_phase - restart_phase) * params.lifetime;
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}
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}
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}
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if (params.trail_pass) {
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restart = false;
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}
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if (restart) {
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PARTICLE.flags = FRAME.emitting ? (PARTICLE_FLAG_ACTIVE | PARTICLE_FLAG_STARTED | (FRAME.cycle << PARTICLE_FRAME_SHIFT)) : 0;
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restart_position = true;
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restart_rotation_scale = true;
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restart_velocity = true;
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restart_color = true;
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restart_custom = true;
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}
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}
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bool particle_active = bool(PARTICLE.flags & PARTICLE_FLAG_ACTIVE);
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uint particle_number = (PARTICLE.flags >> PARTICLE_FRAME_SHIFT) * uint(params.total_particles) + index;
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if (restart && particle_active) {
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#CODE : START
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}
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if (particle_active) {
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for (uint i = 0; i < FRAME.attractor_count; i++) {
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vec3 dir;
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float amount;
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vec3 rel_vec = PARTICLE.xform[3].xyz - FRAME.attractors[i].transform[3].xyz;
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vec3 local_pos = rel_vec * mat3(FRAME.attractors[i].transform);
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switch (FRAME.attractors[i].type) {
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case ATTRACTOR_TYPE_SPHERE: {
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dir = normalize(rel_vec);
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float d = length(local_pos) / FRAME.attractors[i].extents.x;
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if (d > 1.0) {
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continue;
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}
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amount = max(0.0, 1.0 - d);
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} break;
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case ATTRACTOR_TYPE_BOX: {
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dir = normalize(rel_vec);
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vec3 abs_pos = abs(local_pos / FRAME.attractors[i].extents);
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float d = max(abs_pos.x, max(abs_pos.y, abs_pos.z));
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if (d > 1.0) {
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continue;
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}
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amount = max(0.0, 1.0 - d);
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} break;
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case ATTRACTOR_TYPE_VECTOR_FIELD: {
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vec3 uvw_pos = (local_pos / FRAME.attractors[i].extents) * 2.0 - 1.0;
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if (any(lessThan(uvw_pos, vec3(0.0))) || any(greaterThan(uvw_pos, vec3(1.0)))) {
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continue;
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}
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vec3 s = texture(sampler3D(sdf_vec_textures[FRAME.attractors[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).xyz;
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dir = mat3(FRAME.attractors[i].transform) * normalize(s); //revert direction
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amount = length(s);
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} break;
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}
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amount = pow(amount, FRAME.attractors[i].attenuation);
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dir = normalize(mix(dir, FRAME.attractors[i].transform[2].xyz, FRAME.attractors[i].directionality));
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attractor_force -= amount * dir * FRAME.attractors[i].strength;
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}
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float particle_size = FRAME.particle_size;
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#ifdef USE_COLLISON_SCALE
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particle_size *= dot(vec3(length(PARTICLE.xform[0].xyz), length(PARTICLE.xform[1].xyz), length(PARTICLE.xform[2].xyz)), vec3(0.33333333333));
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#endif
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if (FRAME.collider_count == 1 && FRAME.colliders[0].type == COLLIDER_TYPE_2D_SDF) {
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//2D collision
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vec2 pos = PARTICLE.xform[3].xy;
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vec4 to_sdf_x = FRAME.colliders[0].transform[0];
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vec4 to_sdf_y = FRAME.colliders[0].transform[1];
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vec2 sdf_pos = vec2(dot(vec4(pos, 0, 1), to_sdf_x), dot(vec4(pos, 0, 1), to_sdf_y));
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vec4 sdf_to_screen = vec4(FRAME.colliders[0].extents, FRAME.colliders[0].scale);
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vec2 uv_pos = sdf_pos * sdf_to_screen.xy + sdf_to_screen.zw;
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if (all(greaterThan(uv_pos, vec2(0.0))) && all(lessThan(uv_pos, vec2(1.0)))) {
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vec2 pos2 = pos + vec2(0, particle_size);
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vec2 sdf_pos2 = vec2(dot(vec4(pos2, 0, 1), to_sdf_x), dot(vec4(pos2, 0, 1), to_sdf_y));
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float sdf_particle_size = distance(sdf_pos, sdf_pos2);
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float d = texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv_pos).r * SDF_MAX_LENGTH;
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|
|
d -= sdf_particle_size;
|
|
|
|
if (d < 0.0) {
|
|
const float EPSILON = 0.001;
|
|
vec2 n = normalize(vec2(
|
|
texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv_pos + vec2(EPSILON, 0.0)).r - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv_pos - vec2(EPSILON, 0.0)).r,
|
|
texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv_pos + vec2(0.0, EPSILON)).r - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv_pos - vec2(0.0, EPSILON)).r));
|
|
|
|
collided = true;
|
|
sdf_pos2 = sdf_pos + n * d;
|
|
pos2 = vec2(dot(vec4(sdf_pos2, 0, 1), FRAME.colliders[0].transform[2]), dot(vec4(sdf_pos2, 0, 1), FRAME.colliders[0].transform[3]));
|
|
|
|
n = pos - pos2;
|
|
|
|
collision_normal = normalize(vec3(n, 0.0));
|
|
collision_depth = length(n);
|
|
}
|
|
}
|
|
|
|
} else {
|
|
for (uint i = 0; i < FRAME.collider_count; i++) {
|
|
vec3 normal;
|
|
float depth;
|
|
bool col = false;
|
|
|
|
vec3 rel_vec = PARTICLE.xform[3].xyz - FRAME.colliders[i].transform[3].xyz;
|
|
vec3 local_pos = rel_vec * mat3(FRAME.colliders[i].transform);
|
|
|
|
switch (FRAME.colliders[i].type) {
|
|
case COLLIDER_TYPE_SPHERE: {
|
|
float d = length(rel_vec) - (particle_size + FRAME.colliders[i].extents.x);
|
|
|
|
if (d < 0.0) {
|
|
col = true;
|
|
depth = -d;
|
|
normal = normalize(rel_vec);
|
|
}
|
|
|
|
} break;
|
|
case COLLIDER_TYPE_BOX: {
|
|
vec3 abs_pos = abs(local_pos);
|
|
vec3 sgn_pos = sign(local_pos);
|
|
|
|
if (any(greaterThan(abs_pos, FRAME.colliders[i].extents))) {
|
|
//point outside box
|
|
|
|
vec3 closest = min(abs_pos, FRAME.colliders[i].extents);
|
|
vec3 rel = abs_pos - closest;
|
|
depth = length(rel) - particle_size;
|
|
if (depth < 0.0) {
|
|
col = true;
|
|
normal = mat3(FRAME.colliders[i].transform) * (normalize(rel) * sgn_pos);
|
|
depth = -depth;
|
|
}
|
|
} else {
|
|
//point inside box
|
|
vec3 axis_len = FRAME.colliders[i].extents - abs_pos;
|
|
// there has to be a faster way to do this?
|
|
if (all(lessThan(axis_len.xx, axis_len.yz))) {
|
|
normal = vec3(1, 0, 0);
|
|
} else if (all(lessThan(axis_len.yy, axis_len.xz))) {
|
|
normal = vec3(0, 1, 0);
|
|
} else {
|
|
normal = vec3(0, 0, 1);
|
|
}
|
|
|
|
col = true;
|
|
depth = dot(normal * axis_len, vec3(1)) + particle_size;
|
|
normal = mat3(FRAME.colliders[i].transform) * (normal * sgn_pos);
|
|
}
|
|
|
|
} break;
|
|
case COLLIDER_TYPE_SDF: {
|
|
vec3 apos = abs(local_pos);
|
|
float extra_dist = 0.0;
|
|
if (any(greaterThan(apos, FRAME.colliders[i].extents))) { //outside
|
|
vec3 mpos = min(apos, FRAME.colliders[i].extents);
|
|
extra_dist = distance(mpos, apos);
|
|
}
|
|
|
|
if (extra_dist > particle_size) {
|
|
continue;
|
|
}
|
|
|
|
vec3 uvw_pos = (local_pos / FRAME.colliders[i].extents) * 0.5 + 0.5;
|
|
float s = texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).r;
|
|
s *= FRAME.colliders[i].scale;
|
|
s += extra_dist;
|
|
if (s < particle_size) {
|
|
col = true;
|
|
depth = particle_size - s;
|
|
const float EPSILON = 0.001;
|
|
normal = mat3(FRAME.colliders[i].transform) *
|
|
normalize(
|
|
vec3(
|
|
texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(EPSILON, 0.0, 0.0)).r,
|
|
texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, EPSILON, 0.0)).r,
|
|
texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, 0.0, EPSILON)).r));
|
|
}
|
|
|
|
} break;
|
|
case COLLIDER_TYPE_HEIGHT_FIELD: {
|
|
vec3 local_pos_bottom = local_pos;
|
|
local_pos_bottom.y -= particle_size;
|
|
|
|
if (any(greaterThan(abs(local_pos_bottom), FRAME.colliders[i].extents))) {
|
|
continue;
|
|
}
|
|
const float DELTA = 1.0 / 8192.0;
|
|
|
|
vec3 uvw_pos = vec3(local_pos_bottom / FRAME.colliders[i].extents) * 0.5 + 0.5;
|
|
|
|
float y = 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz).r;
|
|
|
|
if (y > uvw_pos.y) {
|
|
//inside heightfield
|
|
|
|
vec3 pos1 = (vec3(uvw_pos.x, y, uvw_pos.z) * 2.0 - 1.0) * FRAME.colliders[i].extents;
|
|
vec3 pos2 = (vec3(uvw_pos.x + DELTA, 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz + vec2(DELTA, 0)).r, uvw_pos.z) * 2.0 - 1.0) * FRAME.colliders[i].extents;
|
|
vec3 pos3 = (vec3(uvw_pos.x, 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz + vec2(0, DELTA)).r, uvw_pos.z + DELTA) * 2.0 - 1.0) * FRAME.colliders[i].extents;
|
|
|
|
normal = normalize(cross(pos1 - pos2, pos1 - pos3));
|
|
float local_y = (vec3(local_pos / FRAME.colliders[i].extents) * 0.5 + 0.5).y;
|
|
|
|
col = true;
|
|
depth = dot(normal, pos1) - dot(normal, local_pos_bottom);
|
|
}
|
|
|
|
} break;
|
|
}
|
|
|
|
if (col) {
|
|
if (!collided) {
|
|
collided = true;
|
|
collision_normal = normal;
|
|
collision_depth = depth;
|
|
} else {
|
|
vec3 c = collision_normal * collision_depth;
|
|
c += normal * max(0.0, depth - dot(normal, c));
|
|
collision_normal = normalize(c);
|
|
collision_depth = length(c);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (particle_active) {
|
|
#CODE : PROCESS
|
|
}
|
|
|
|
PARTICLE.flags &= ~PARTICLE_FLAG_ACTIVE;
|
|
if (particle_active) {
|
|
PARTICLE.flags |= PARTICLE_FLAG_ACTIVE;
|
|
}
|
|
}
|