Instead of using a small amount of large textured particles, use a large amount of small monochrome particles. Which uses a new vulkanexamplebase functionality of creating and updating a only device visible buffer via a temporary staging buffer.
13 lines
247 B
GLSL
13 lines
247 B
GLSL
#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec4 inColor;
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layout (location = 0) out vec4 outFragColor;
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void main ()
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{
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outFragColor = inColor;
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}
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