2016-11-26 13:52:22 +01:00
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#version 450
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2016-11-26 14:43:24 +01:00
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layout (location = 0) in vec4 inPos;
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2016-11-26 13:52:22 +01:00
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layout (location = 1) in vec4 inVel;
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layout (location = 0) out float outGradientPos;
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layout (binding = 2) uniform UBO
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{
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mat4 projection;
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mat4 modelview;
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2016-11-26 14:43:24 +01:00
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vec2 screendim;
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2016-11-26 13:52:22 +01:00
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} ubo;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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void main ()
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{
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2016-11-26 14:43:24 +01:00
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const float spriteSize = 0.005 * inPos.w; // Point size influenced by mass (stored in inPos.w);
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vec4 eyePos = ubo.modelview * vec4(inPos.x, inPos.y, inPos.z, 1.0);
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vec4 projectedCorner = ubo.projection * vec4(0.5 * spriteSize, 0.5 * spriteSize, eyePos.z, eyePos.w);
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2016-12-10 12:03:15 +01:00
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gl_PointSize = clamp(ubo.screendim.x * projectedCorner.x / projectedCorner.w, 1.0, 128.0);
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2016-11-26 14:43:24 +01:00
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gl_Position = ubo.projection * eyePos;
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2016-11-26 13:52:22 +01:00
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outGradientPos = inVel.w;
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}
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