procedural-3d-engine/shaders/glsl/particlesystem/particle.vert
2024-01-14 12:17:41 +01:00

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1.1 KiB
GLSL

#version 450
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 outAlpha;
layout (location = 2) out flat int outType;
layout (location = 3) out float outRotation;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 modelview;
vec2 viewportDim;
float pointSize;
} ubo;
void main ()
{
outColor = inColor;
outAlpha = inAlpha;
outType = inType;
outRotation = inRotation;
gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0);
// Base size of the point sprites
float spriteSize = 8.0 * inSize;
// Scale particle size depending on camera projection
vec4 eyePos = ubo.modelview * vec4(inPos.xyz, 1.0);
vec4 projectedCorner = ubo.projection * vec4(0.5 * spriteSize, 0.5 * spriteSize, eyePos.z, eyePos.w);
gl_PointSize = ubo.viewportDim.x * projectedCorner.x / projectedCorner.w;
}