procedural-3d-engine/shaders/hlsl/particlesystem/particle.vert
2023-07-16 16:03:29 +02:00

54 lines
No EOL
1.6 KiB
GLSL

// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float4 Pos : POSITION0;
[[vk::location(1)]] float4 Color : COLOR0;
[[vk::location(2)]] float Alpha : TEXCOORD0;
[[vk::location(3)]] float Size : TEXCOORD1;
[[vk::location(4)]] float Rotation : TEXCOORD2;
[[vk::location(5)]] int Type : TEXCOORD3;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::builtin("PointSize")]] float PSize : PSIZE;
[[vk::location(0)]] float4 Color : COLOR0;
[[vk::location(1)]] float Alpha : TEXCOORD0;
[[vk::location(2)]] int Type : TEXCOORD1;
[[vk::location(3)]] float Rotation : TEXCOORD2;
[[vk::location(4)]] float2 CenterPos : POSITION1;
[[vk::location(5)]] float PointSize : TEXCOORD3;
};
struct UBO
{
float4x4 projection;
float4x4 modelview;
float2 viewportDim;
float pointSize;
};
cbuffer ubo : register(b0) { UBO ubo; }
VSOutput main (VSInput input)
{
VSOutput output = (VSOutput)0;
output.Color = input.Color;
output.Alpha = input.Alpha;
output.Type = input.Type;
output.Rotation = input.Rotation;
output.Pos = mul(ubo.projection, mul(ubo.modelview, float4(input.Pos.xyz, 1.0)));
// Base size of the point sprites
float spriteSize = 8.0 * input.Size;
// Scale particle size depending on camera projection
float4 eyePos = mul(ubo.modelview, float4(input.Pos.xyz, 1.0));
float4 projectedCorner = mul(ubo.projection, float4(0.5 * spriteSize, 0.5 * spriteSize, eyePos.z, eyePos.w));
output.PointSize = output.PSize = ubo.viewportDim.x * projectedCorner.x / projectedCorner.w;
output.CenterPos = ((output.Pos.xy / output.Pos.w) + 1.0) * 0.5 * ubo.viewportDim;
return output;
}