Scale point size to match camera distance, base point size on particle mass

This commit is contained in:
saschawillems 2016-11-26 14:43:24 +01:00
parent 8baddd5f74
commit 8db5b0868f
3 changed files with 15 additions and 4 deletions

View file

@ -3,7 +3,7 @@
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inPos;
layout (location = 0) in vec4 inPos;
layout (location = 1) in vec4 inVel;
layout (location = 0) out float outGradientPos;
@ -12,6 +12,7 @@ layout (binding = 2) uniform UBO
{
mat4 projection;
mat4 modelview;
vec2 screendim;
} ubo;
out gl_PerVertex
@ -23,6 +24,14 @@ out gl_PerVertex
void main ()
{
gl_PointSize = 8.0;
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 = ubo.screendim.x * projectedCorner.x / projectedCorner.w;
gl_Position = ubo.projection * eyePos;
outGradientPos = inVel.w;
gl_Position = ubo.projection * ubo.modelview * vec4(inPos, 1.0);
}