Created
June 14, 2018 21:07
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/*[Vertex]*/ | |
uniform float u_Gravity; | |
uniform float u_DeltaTime; | |
uniform vec3 u_MapExtents[2]; | |
uniform sampler2D u_OverheadDepthMap; | |
in vec3 attr_Position; | |
in vec3 attr_Color; | |
out vec3 var_Position; | |
out vec3 var_Velocity; | |
vec3 NewParticlePosition(in float zmin, in float zmax) | |
{ | |
vec3 position = var_Position; | |
position.z += (zmax - zmin); | |
return position; | |
} | |
void main() | |
{ | |
var_Velocity = attr_Color; | |
var_Position = attr_Position; | |
var_Position.z -= 600.0 * 0.16; | |
vec3 normalizedWorldPosition = | |
(var_Position - u_MapExtents[0]) / (u_MapExtents[1] - u_MapExtents[0]); | |
float overheadZ = 1.0 - texture( | |
u_OverheadDepthMap, normalizedWorldPosition.xy).r; | |
if (normalizedWorldPosition.z < overheadZ) | |
var_Position = NewParticlePosition( | |
u_MapExtents[0].z, u_MapExtents[1].z); | |
} |
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