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spawn.cs
Go to the documentation of this file.
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#version 310 es
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/* Copyright (c) 2014-2017, ARM Limited and Contributors
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*
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* SPDX-License-Identifier: MIT
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*
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* Permission is hereby granted, free of charge,
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* to any person obtaining a copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation the rights to
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* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software,
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* and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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float
noise1f
(
int
x
)
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{
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x = (x<<13) ^ x;
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return
( 1.0 -
float
((x * (x * x * 15731 + 789221) + 1376312589) & 0x7fffffff) / 1073741824.0);
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}
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float
snoise
(
float
x
)
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{
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int
xi =
int
(floor(x));
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float
xf = x -
float
(xi);
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float
h0 =
noise1f
(xi);
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float
h1 =
noise1f
(xi + 1);
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// Smoothly nterpolate between noise values
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float
t =
smoothstep
(0.0, 1.0, xf);
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return
h0 + (h1 - h0) * t;
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}
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layout
(local_size_x = 64) in;
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layout
(std140, binding = 0)
buffer
SpawnBuffer {
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vec4
SpawnInfo[];
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};
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uniform
vec3
emitterPos
;
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uniform
float
particleLifetime
;
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uniform
float
time
;
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void
main
()
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{
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uint
index
=
gl_GlobalInvocationID.x
;
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vec3
p;
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// Random offset
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float
seed
=
float
(index) * 100.0 *
time
;
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p.x =
snoise
(seed);
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p.z =
snoise
(seed + 13.0);
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p.y =
snoise
(seed + 127.0);
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// Normalize to get sphere distribution
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p = (0.06 + 0.04 *
snoise
(seed + 491.0)) *
normalize
(p);
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// Particle respawns at emitter
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p +=
emitterPos
;
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// New lifetime with slight variation
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float
newLifetime = (1.0 + 0.25 *
snoise
(seed)) *
particleLifetime
;
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SpawnInfo[
index
] =
vec4
(p, newLifetime);
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}
vec3
Definition:
matrix.h:51
int
precision highp int
Definition:
hiz_cull.cs:38
emitterPos
uniform vec3 emitterPos
Definition:
spawn.cs:46
noise1f
float noise1f(int x)
Definition:
spawn.cs:23
vec4
Definition:
matrix.h:75
index
GLuint index
Definition:
gl2ext.h:300
normalize
static vec3 normalize(const vec3 &v)
Definition:
matrix.h:154
snoise
float snoise(float x)
Definition:
spawn.cs:29
seed
uniform vec3 seed
Definition:
update.cs:33
uniform
void uniform(string name, const mat4 &v)
Definition:
glutil.cpp:97
x
GLint GLint GLint GLint GLint x
Definition:
gl2ext.h:574
layout
layout(local_size_x=64) in
main
void main()
Definition:
spawn.cs:52
smoothstep
static float smoothstep(float edge0, float edge1, float t)
Definition:
matrix.h:154
buffer
GLenum GLuint buffer
Definition:
gl2ext.h:628
float
precision highp float
Definition:
hiz_cull.cs:37
particleLifetime
uniform float particleLifetime
Definition:
spawn.cs:49
time
uniform float time
Definition:
spawn.cs:50
samples
advanced_samples
ComputeParticles
assets
spawn.cs
(C) ARM Ltd. 2017