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authorhachem <im@hachem.wtf>2025-08-14 01:41:19 +0200
committerhachem <im@hachem.wtf>2025-08-14 01:41:19 +0200
commitf949a0aafe9825b8209c3a9d139a7bf5e22a7897 (patch)
tree423b0f8242b156596f2bb9a89fd96a6c099b93d3 /Assets/Shaders/ParticleSystem.glsl
parent613f99e937e55f73dcec1251fdce4a9fda077a0f (diff)
[add]: Custom UI Font
Diffstat (limited to 'Assets/Shaders/ParticleSystem.glsl')
-rw-r--r--Assets/Shaders/ParticleSystem.glsl58
1 files changed, 58 insertions, 0 deletions
diff --git a/Assets/Shaders/ParticleSystem.glsl b/Assets/Shaders/ParticleSystem.glsl
new file mode 100644
index 0000000..d40726d
--- /dev/null
+++ b/Assets/Shaders/ParticleSystem.glsl
@@ -0,0 +1,58 @@
+#type compute
+#version 430 core
+
+layout(local_size_x = 256) in;
+
+struct Particle
+{
+ vec4 position; // xyz = position, w = lifetime
+ vec4 velocity; // xyz = velocity, w = mass
+ vec4 color; // rgba = color
+};
+
+layout(std430, binding = 0) buffer ParticleBuffer
+{
+ Particle particles[];
+} particleBuffer;
+
+uniform float u_DeltaTime;
+uniform vec3 u_Gravity;
+uniform vec3 u_EmitterPosition;
+uniform float u_EmissionRate;
+uniform float u_ParticleLifetime;
+uniform float u_Time;
+
+void main()
+{
+ uint index = gl_GlobalInvocationID.x;
+
+ if (index >= particles.length())
+ return;
+
+ Particle particle = particleBuffer.particles[index];
+
+ particle.position.w -= u_DeltaTime;
+
+ if (particle.position.w <= 0.0)
+ {
+ particle.position.xyz = u_EmitterPosition;
+ particle.position.w = u_ParticleLifetime;
+
+ float angle = fract(sin(dot(vec2(index, u_Time), vec2(12.9898, 78.233))) * 43758.5453) * 2.0 * 3.14159;
+ float speed = 2.0 + fract(sin(dot(vec2(index + 1, u_Time), vec2(12.9898, 78.233))) * 43758.5453) * 3.0;
+ particle.velocity.xyz = vec3(cos(angle) * speed, 5.0, sin(angle) * speed);
+ particle.velocity.w = 1.0;
+
+ particle.color = vec4(1.0, 0.5 + 0.5 * fract(sin(index * 123.456) * 43758.5453), 0.2, 1.0);
+ }
+ else
+ {
+ particle.velocity.xyz += u_Gravity * u_DeltaTime;
+ particle.position.xyz += particle.velocity.xyz * u_DeltaTime;
+
+ float lifeRatio = particle.position.w / u_ParticleLifetime;
+ particle.color.a = lifeRatio;
+ }
+
+ particleBuffer.particles[index] = particle;
+}