#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); }