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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 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;
- }
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