50 lines
1.4 KiB
GLSL
50 lines
1.4 KiB
GLSL
|
|
#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 outPointSize;
|
||
|
|
layout (location = 2) out float outAlpha;
|
||
|
|
layout (location = 3) out flat int outType;
|
||
|
|
layout (location = 4) out float outRotation;
|
||
|
|
|
||
|
|
layout (binding = 0) uniform UBO
|
||
|
|
{
|
||
|
|
mat4 projection;
|
||
|
|
mat4 modelview;
|
||
|
|
vec2 viewportDim;
|
||
|
|
float pointSize;
|
||
|
|
} ubo;
|
||
|
|
|
||
|
|
void main ()
|
||
|
|
{
|
||
|
|
gl_PointSize = ubo.pointSize;
|
||
|
|
outColor = inColor;
|
||
|
|
outAlpha = inAlpha;
|
||
|
|
outType = inType;
|
||
|
|
outRotation = inRotation;
|
||
|
|
|
||
|
|
vec4 eyePos = ubo.modelview * vec4(inPos.xyz, 1.0);
|
||
|
|
vec4 projVoxel = ubo.projection * vec4(ubo.pointSize, ubo.pointSize, eyePos.z, eyePos.w);
|
||
|
|
vec2 projSize = ubo.viewportDim * projVoxel.xy / projVoxel.w;
|
||
|
|
|
||
|
|
outPointSize = inSize * 0.25 * (projSize.x + projSize.y);
|
||
|
|
|
||
|
|
gl_PointSize = outPointSize;
|
||
|
|
|
||
|
|
gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0);
|
||
|
|
|
||
|
|
float pointDist = (gl_Position.w == 0.0) ? 0.00001 : gl_Position.w;
|
||
|
|
float viewportAR = ubo.viewportDim.x / ubo.viewportDim.y;
|
||
|
|
|
||
|
|
gl_PointSize = (((inSize * 2048.0 * viewportAR) / pointDist) * viewportAR);
|
||
|
|
|
||
|
|
}
|