// Copyright 2020 Google LLC struct VSInput { [[vk::location(0)]] float4 Pos : POSITION0; [[vk::location(1)]] float4 Vel : TEXCOORD0; }; struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float GradientPos : POSITION0; [[vk::location(1)]] float2 CenterPos : POSITION1; [[vk::builtin("PointSize")]] float PSize : PSIZE; [[vk::location(2)]] float PointSize : TEXCOORD0; }; struct UBO { float4x4 projection; float4x4 modelview; float2 screendim; }; cbuffer ubo : register(b2) { UBO ubo; } VSOutput main (VSInput input) { VSOutput output = (VSOutput)0; const float spriteSize = 0.005 * input.Pos.w; // Point size influenced by mass (stored in input.Pos.w); float4 eyePos = mul(ubo.modelview, float4(input.Pos.x, input.Pos.y, input.Pos.z, 1.0)); float4 projectedCorner = mul(ubo.projection, float4(0.5 * spriteSize, 0.5 * spriteSize, eyePos.z, eyePos.w)); output.PSize = output.PointSize = clamp(ubo.screendim.x * projectedCorner.x / projectedCorner.w, 1.0, 128.0); output.Pos = mul(ubo.projection, eyePos); output.CenterPos = ((output.Pos.xy / output.Pos.w) + 1.0) * 0.5 * ubo.screendim; output.GradientPos = input.Vel.w; return output; }