56 lines
1.4 KiB
Text
56 lines
1.4 KiB
Text
/* Copyright (c) 2025, Sascha Willems
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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struct VSInput
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{
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float4 Pos;
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float4 Vel;
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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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float PSize : SV_PointSize;
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float GradientPos;
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float2 CenterPos;
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float PointSize;
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};
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Sampler2D samplerColorMap;
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Sampler2D samplerGradientRamp;
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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 screendim;
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};
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ConstantBuffer<UBO> ubo;
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[shader("vertex")]
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VSOutput vertexMain(VSInput input)
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{
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VSOutput output;
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const float spriteSize = 0.005 * input.Pos.w; // Point size influenced by mass (stored in input.Pos.w);
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float4 eyePos = mul(ubo.modelview, float4(input.Pos.x, input.Pos.y, input.Pos.z, 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.PSize = output.PointSize = clamp(ubo.screendim.x * projectedCorner.x / projectedCorner.w, 1.0, 128.0);
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output.Pos = mul(ubo.projection, eyePos);
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output.CenterPos = ((output.Pos.xy / output.Pos.w) + 1.0) * 0.5 * ubo.screendim;
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output.GradientPos = input.Vel.w;
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return output;
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}
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[shader("fragment")]
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float4 fragmentMain(VSOutput input)
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{
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float3 color = samplerGradientRamp.Sample(float2(input.GradientPos, 0.0)).rgb;
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float2 PointCoord = (input.Pos.xy - input.CenterPos.xy) / input.PointSize + 0.5;
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return float4(samplerColorMap.Sample(PointCoord).rgb * color, 1);
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}
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