Moved shaders to new directory
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54
shaders/hlsl/particlefire/particle.vert
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54
shaders/hlsl/particlefire/particle.vert
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// Copyright 2020 Google LLC
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struct VSInput
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{
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[[vk::location(0)]] float4 Pos : POSITION0;
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[[vk::location(1)]] float4 Color : COLOR0;
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[[vk::location(2)]] float Alpha : TEXCOORD0;
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[[vk::location(3)]] float Size : TEXCOORD1;
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[[vk::location(4)]] float Rotation : TEXCOORD2;
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[[vk::location(5)]] int Type : TEXCOORD3;
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};
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::builtin("PointSize")]] float PSize : PSIZE;
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[[vk::location(0)]] float4 Color : COLOR0;
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[[vk::location(1)]] float Alpha : TEXCOORD0;
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[[vk::location(2)]] int Type : TEXCOORD1;
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[[vk::location(3)]] float Rotation : TEXCOORD2;
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[[vk::location(4)]] float2 CenterPos : POSITION1;
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[[vk::location(5)]] float PointSize : TEXCOORD3;
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};
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struct UBO
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{
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float4x4 projection;
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float4x4 modelview;
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float2 viewportDim;
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float pointSize;
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};
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cbuffer ubo : register(b0) { UBO ubo; }
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VSOutput main (VSInput input)
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{
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VSOutput output = (VSOutput)0;
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output.Color = input.Color;
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output.Alpha = input.Alpha;
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output.Type = input.Type;
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output.Rotation = input.Rotation;
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output.Pos = mul(ubo.projection, mul(ubo.modelview, float4(input.Pos.xyz, 1.0)));
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// Base size of the point sprites
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float spriteSize = 8.0 * input.Size;
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// Scale particle size depending on camera projection
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float4 eyePos = mul(ubo.modelview, float4(input.Pos.xyz, 1.0));
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float4 projectedCorner = mul(ubo.projection, float4(0.5 * spriteSize, 0.5 * spriteSize, eyePos.z, eyePos.w));
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output.PointSize = output.PSize = ubo.viewportDim.x * projectedCorner.x / projectedCorner.w;
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output.CenterPos = ((output.Pos.xy / output.Pos.w) + 1.0) * 0.5 * ubo.viewportDim;
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return output;
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}
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