/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSInput { float4 Pos; float4 Vel; }; struct VSOutput { float4 Pos : SV_POSITION; float PSize : SV_PointSize; float GradientPos; float2 CenterPos; float PointSize; }; Sampler2D samplerColorMap; Sampler2D samplerGradientRamp; struct UBO { float4x4 projection; float4x4 modelview; float2 screendim; }; ConstantBuffer ubo; [shader("vertex")] VSOutput vertexMain(VSInput input) { VSOutput output; 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; } [shader("fragment")] float4 fragmentMain(VSOutput input) { float3 color = samplerGradientRamp.Sample(float2(input.GradientPos, 0.0)).rgb; float2 PointCoord = (input.Pos.xy - input.CenterPos.xy) / input.PointSize + 0.5; return float4(samplerColorMap.Sample(PointCoord).rgb * color, 1); }