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-rw-r--r--Assets/Shaders/ParticleSystem.glsl58
1 files changed, 0 insertions, 58 deletions
diff --git a/Assets/Shaders/ParticleSystem.glsl b/Assets/Shaders/ParticleSystem.glsl
deleted file mode 100644
index d40726d..0000000
--- a/Assets/Shaders/ParticleSystem.glsl
+++ /dev/null
@@ -1,58 +0,0 @@
-#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;
-}