uniform mediump float uGravity;\n
// xy: the emit position of the bubble; zw: the destination of the bubble.
// The bubble is moving from (xy) to (zw plus the y drop influenced by gravity).
- uniform vec4 uStartAndEndPos[NUMBER_OF_BUBBLE];\n
+ uniform vec4 uStartEndPosition[NUMBER_OF_BUBBLE];\n
// The undergoing percentage of the bubble movement. 0.0: start from emit position, 1.0: reach the destination
uniform float uPercentage[NUMBER_OF_BUBBLE];\n
uniform vec2 uInvertedMovementArea;\n
// The bubble number is restricted by the available uniform num.
- // To increase the displayed bubble, every uStartAndEndPos and uPercentage uniform is applied to a small bunch of bubbles (9 here)
+ // To increase the displayed bubble, every uStartEndPosition and uPercentage uniform is applied to a small bunch of bubbles (9 here)
// The offset defines the random offset between bubbles within the bunch.
- uniform vec2 offset[9];\n
+ uniform vec2 uOffset[9];\n
// This uniform is used to change the bubble size during running time
uniform float uDynamicScale;\n
varying float vPercentage;\n
int index = int(aIndex); \n
//for some i between 0 ~ NUMBER_OF_BUBBLE-1: i,i+NUMBER_OF_BUBBLE, i+NUMBER_OF_BUBBLE*2, ... (up to i+NUMBER_OF_BUBBLE*8) belongs to the same bunch.
int groupIdx = index / NUMBER_OF_BUBBLE;\n
- // The bubbles within the same bunch applies the same uniforms uStartAndEndPos[idx] & uPercentage[idx]
+ // The bubbles within the same bunch applies the same uniforms uStartEndPosition[idx] & uPercentage[idx]
int idx = index - groupIdx*NUMBER_OF_BUBBLE;\n
float percentage = uPercentage[idx];
// early out if uPercentage is (zero || one) setting position to zero (zero sized triangles)
gl_Position = vec4(0.0);\n
return;\n
}\n
- vec4 startAndEnd = uStartAndEndPos[idx];\n
+ vec4 startAndEnd = uStartEndPosition[idx];\n
// The final position is added up different offset for bubbles
- startAndEnd.zw += offset[groupIdx];\n
+ startAndEnd.zw += uOffset[groupIdx];\n
\n
// increase the bubble size from 0% to 100% during the first 1/5 of movement & apply the dynamic scale
// the new xy value containes both the new scale and new bubble position