Renamed particle fire sample
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384b2031a2
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9dcc8110cf
25 changed files with 15 additions and 15 deletions
44
shaders/hlsl/particlesystem/normalmap.frag
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44
shaders/hlsl/particlesystem/normalmap.frag
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// Copyright 2020 Google LLC
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Texture2D textureColorMap : register(t1);
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SamplerState samplerColorMap : register(s1);
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Texture2D textureNormalHeightMap : register(t2);
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SamplerState samplerNormalHeightMap : register(s2);
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#define lightRadius 45.0
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struct VSOutput
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{
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[[vk::location(0)]] float2 UV : TEXCOORD0;
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[[vk::location(1)]] float3 LightVec : TEXCOORD2;
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[[vk::location(2)]] float3 LightVecB : TEXCOORD3;
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[[vk::location(3)]] float3 LightDir : TEXCOORD4;
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[[vk::location(4)]] float3 ViewVec : TEXCOORD1;
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};
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float4 main(VSOutput input) : SV_TARGET
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{
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float3 specularColor = float3(0.85, 0.5, 0.0);
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float invRadius = 1.0/lightRadius;
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float ambient = 0.25;
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float3 rgb, normal;
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rgb = textureColorMap.Sample(samplerColorMap, input.UV).rgb;
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normal = normalize((textureNormalHeightMap.Sample(samplerNormalHeightMap, input.UV).rgb - 0.5) * 2.0);
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float distSqr = dot(input.LightVecB, input.LightVecB);
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float3 lVec = input.LightVecB * rsqrt(distSqr);
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float atten = max(clamp(1.0 - invRadius * sqrt(distSqr), 0.0, 1.0), ambient);
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float diffuse = clamp(dot(lVec, normal), 0.0, 1.0);
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float3 light = normalize(-input.LightVec);
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float3 view = normalize(input.ViewVec);
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float3 reflectDir = reflect(-light, normal);
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float specular = pow(max(dot(view, reflectDir), 0.0), 4.0);
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return float4((rgb * atten + (diffuse * rgb + 0.5 * specular * specularColor.rgb)) * atten, 1.0);
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}
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shaders/hlsl/particlesystem/normalmap.frag.spv
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shaders/hlsl/particlesystem/normalmap.frag.spv
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61
shaders/hlsl/particlesystem/normalmap.vert
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shaders/hlsl/particlesystem/normalmap.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)]] float3 Pos : POSITION0;
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[[vk::location(1)]] float2 UV : TEXCOORD0;
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[[vk::location(2)]] float3 Normal : NORMAL0;
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[[vk::location(3)]] float4 Tangent : TEXCOORD1;
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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 model;
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float4x4 normal;
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float4 lightPos;
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};
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cbuffer ubo : register(b0) { UBO ubo; }
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float2 UV : TEXCOORD0;
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[[vk::location(1)]] float3 LightVec : TEXCOORD2;
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[[vk::location(2)]] float3 LightVecB : TEXCOORD3;
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[[vk::location(3)]] float3 LightDir : TEXCOORD4;
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[[vk::location(4)]] float3 ViewVec : TEXCOORD1;
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};
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VSOutput main(VSInput input)
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{
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VSOutput output = (VSOutput)0;
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float3 vertexPosition = mul(ubo.model, float4(input.Pos, 1.0)).xyz;
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output.LightDir = normalize(ubo.lightPos.xyz - vertexPosition);
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float3 biTangent = cross(input.Normal, input.Tangent.xyz);
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// Setup (t)angent-(b)inormal-(n)ormal matrix for converting
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// object coordinates into tangent space
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float3x3 tbnMatrix;
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tbnMatrix[0] = mul((float3x3)ubo.normal, input.Tangent);
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tbnMatrix[1] = mul((float3x3)ubo.normal, biTangent);
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tbnMatrix[2] = mul((float3x3)ubo.normal, input.Normal);
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output.LightVec.xyz = mul(float3(ubo.lightPos.xyz - vertexPosition), tbnMatrix);
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float3 lightDist = ubo.lightPos.xyz - input.Pos;
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output.LightVecB.x = dot(input.Tangent, lightDist);
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output.LightVecB.y = dot(biTangent, lightDist);
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output.LightVecB.z = dot(input.Normal, lightDist);
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output.ViewVec.x = dot(input.Tangent, input.Pos);
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output.ViewVec.y = dot(biTangent, input.Pos);
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output.ViewVec.z = dot(input.Normal, input.Pos);
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output.UV = input.UV;
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output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos, 1.0)));
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return output;
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}
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shaders/hlsl/particlesystem/normalmap.vert.spv
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shaders/hlsl/particlesystem/normalmap.vert.spv
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52
shaders/hlsl/particlesystem/particle.frag
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shaders/hlsl/particlesystem/particle.frag
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// Copyright 2020 Google LLC
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Texture2D textureSmoke : register(t1);
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SamplerState samplerSmoke : register(s1);
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Texture2D textureFire : register(t2);
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SamplerState samplerFire : register(s2);
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float4 Color : COLOR0;
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[[vk::location(1)]] float Alpha : TEXCOODR0;
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[[vk::location(2)]] int Type : TEXCOODR1;
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[[vk::location(3)]] float Rotation : TEXCOODR2;
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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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float4 main (VSOutput input) : SV_TARGET
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{
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float4 color;
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float alpha = (input.Alpha <= 1.0) ? input.Alpha : 2.0 - input.Alpha;
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// Rotate texture coordinates
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// Rotate UV
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float rotCenter = 0.5;
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float rotCos = cos(input.Rotation);
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float rotSin = sin(input.Rotation);
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float2 PointCoord = (input.Pos.xy - input.CenterPos.xy) / input.PointSize + 0.5;
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float2 rotUV = float2(
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rotCos * (PointCoord.x - rotCenter) + rotSin * (PointCoord.y - rotCenter) + rotCenter,
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rotCos * (PointCoord.y - rotCenter) - rotSin * (PointCoord.x - rotCenter) + rotCenter);
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float4 outFragColor;
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if (input.Type == 0)
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{
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// Flame
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color = textureFire.Sample(samplerFire, rotUV);
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outFragColor.a = 0.0;
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}
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else
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{
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// Smoke
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color = textureSmoke.Sample(samplerSmoke, rotUV);
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outFragColor.a = color.a * alpha;
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}
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outFragColor.rgb = color.rgb * input.Color.rgb * alpha;
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return outFragColor;
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}
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shaders/hlsl/particlesystem/particle.frag.spv
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shaders/hlsl/particlesystem/particle.frag.spv
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54
shaders/hlsl/particlesystem/particle.vert
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shaders/hlsl/particlesystem/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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BIN
shaders/hlsl/particlesystem/particle.vert.spv
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shaders/hlsl/particlesystem/particle.vert.spv
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