#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (location = 0) in vec4 inPos; layout (location = 1) in vec4 inColor; layout (location = 2) in float inAlpha; layout (location = 3) in float inSize; layout (location = 4) in float inRotation; layout (location = 5) in int inType; layout (location = 0) out vec4 outColor; layout (location = 1) out float outAlpha; layout (location = 2) out flat int outType; layout (location = 3) out float outRotation; layout (binding = 0) uniform UBO { mat4 projection; mat4 modelview; vec2 viewportDim; float pointSize; } ubo; out gl_PerVertex { vec4 gl_Position; float gl_PointSize; }; void main () { outColor = inColor; outAlpha = inAlpha; outType = inType; outRotation = inRotation; gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0); // Base size of the point sprites float spriteSize = 8.0 * inSize; // Scale particle size depending on camera projection vec4 eyePos = ubo.modelview * vec4(inPos.xyz, 1.0); vec4 projectedCorner = ubo.projection * vec4(0.5 * spriteSize, 0.5 * spriteSize, eyePos.z, eyePos.w); gl_PointSize = ubo.viewportDim.x * projectedCorner.x / projectedCorner.w; }