41 lines
No EOL
1.1 KiB
GLSL
41 lines
No EOL
1.1 KiB
GLSL
// Copyright 2020 Google LLC
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struct VSInput
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{
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[[vk::location(0)]] float4 Pos : POSITION0;
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[[vk::location(1)]] float4 Vel : TEXCOORD0;
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};
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float GradientPos : POSITION0;
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[[vk::location(1)]] float2 CenterPos : POSITION1;
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[[vk::builtin("PointSize")]] float PSize : PSIZE;
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[[vk::location(2)]] float PointSize : TEXCOORD0;
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};
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struct UBO
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{
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float4x4 projection;
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float4x4 modelview;
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float2 screendim;
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};
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cbuffer ubo : register(b2) { UBO ubo; }
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VSOutput main (VSInput input)
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{
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VSOutput output = (VSOutput)0;
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const float spriteSize = 0.005 * input.Pos.w; // Point size influenced by mass (stored in input.Pos.w);
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float4 eyePos = mul(ubo.modelview, float4(input.Pos.x, input.Pos.y, input.Pos.z, 1.0));
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float4 projectedCorner = mul(ubo.projection, float4(0.5 * spriteSize, 0.5 * spriteSize, eyePos.z, eyePos.w));
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output.PSize = output.PointSize = clamp(ubo.screendim.x * projectedCorner.x / projectedCorner.w, 1.0, 128.0);
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output.Pos = mul(ubo.projection, eyePos);
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output.CenterPos = ((output.Pos.xy / output.Pos.w) + 1.0) * 0.5 * ubo.screendim;
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output.GradientPos = input.Vel.w;
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return output;
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} |