39 lines
No EOL
1.1 KiB
GLSL
39 lines
No EOL
1.1 KiB
GLSL
#version 450
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layout (location = 0) in vec4 inPos;
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layout (location = 1) in vec4 inColor;
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layout (location = 2) in float inAlpha;
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layout (location = 3) in float inSize;
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layout (location = 4) in float inRotation;
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layout (location = 5) in int inType;
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layout (location = 0) out vec4 outColor;
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layout (location = 1) out float outAlpha;
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layout (location = 2) out flat int outType;
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layout (location = 3) out float outRotation;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 modelview;
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vec2 viewportDim;
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float pointSize;
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} ubo;
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void main ()
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{
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outColor = inColor;
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outAlpha = inAlpha;
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outType = inType;
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outRotation = inRotation;
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gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0);
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// Base size of the point sprites
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float spriteSize = 8.0 * inSize;
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// Scale particle size depending on camera projection
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vec4 eyePos = ubo.modelview * vec4(inPos.xyz, 1.0);
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vec4 projectedCorner = ubo.projection * vec4(0.5 * spriteSize, 0.5 * spriteSize, eyePos.z, eyePos.w);
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gl_PointSize = ubo.viewportDim.x * projectedCorner.x / projectedCorner.w;
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} |