procedural-3d-engine/data/shaders/particlefire/particle.vert
2016-03-15 22:10:43 +01:00

50 lines
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1.4 KiB
GLSL

#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
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 outPointSize;
layout (location = 2) out float outAlpha;
layout (location = 3) out flat int outType;
layout (location = 4) out float outRotation;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 modelview;
vec2 viewportDim;
float pointSize;
} ubo;
void main ()
{
gl_PointSize = ubo.pointSize;
outColor = inColor;
outAlpha = inAlpha;
outType = inType;
outRotation = inRotation;
vec4 eyePos = ubo.modelview * vec4(inPos.xyz, 1.0);
vec4 projVoxel = ubo.projection * vec4(ubo.pointSize, ubo.pointSize, eyePos.z, eyePos.w);
vec2 projSize = ubo.viewportDim * projVoxel.xy / projVoxel.w;
outPointSize = inSize * 0.25 * (projSize.x + projSize.y);
gl_PointSize = outPointSize;
gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0);
float pointDist = (gl_Position.w == 0.0) ? 0.00001 : gl_Position.w;
float viewportAR = ubo.viewportDim.x / ubo.viewportDim.y;
gl_PointSize = (((inSize * 2048.0 * viewportAR) / pointDist) * viewportAR);
}