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- #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 inVel;
-
- layout (location = 0) out float outGradientPos;
-
- layout (binding = 2) uniform UBO
- {
- mat4 projection;
- mat4 modelview;
- vec2 screendim;
- } ubo;
-
- out gl_PerVertex
- {
- vec4 gl_Position;
- float gl_PointSize;
- };
-
- void main ()
- {
- const float spriteSize = 0.005 * inPos.w; // Point size influenced by mass (stored in inPos.w);
-
- vec4 eyePos = ubo.modelview * vec4(inPos.x, inPos.y, inPos.z, 1.0);
- vec4 projectedCorner = ubo.projection * vec4(0.5 * spriteSize, 0.5 * spriteSize, eyePos.z, eyePos.w);
- gl_PointSize = clamp(ubo.screendim.x * projectedCorner.x / projectedCorner.w, 1.0, 128.0);
-
- gl_Position = ubo.projection * eyePos;
-
- outGradientPos = inVel.w;
- }
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