#version 450 /* Copyright (c) 2019-2024, Sascha Willems * * SPDX-License-Identifier: Apache-2.0 * * Licensed under the Apache License, Version 2.0 the "License"; * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ layout (location = 0) in vec4 inPos; layout (location = 1) in vec4 inVel; layout (location = 0) out float outGradientPos; layout (binding = 2) uniform UBO { mat4 projection; mat4 modelview; vec2 screendim; } ubo; out gl_PerVertex { vec4 gl_Position; float gl_PointSize; }; void main () { const float spriteSize = 0.005 * inPos.w; // Point size influenced by mass (stored in inPos.w); vec4 eyePos = ubo.modelview * vec4(inPos.x, inPos.y, inPos.z, 1.0); vec4 projectedCorner = ubo.projection * vec4(0.5 * spriteSize, 0.5 * spriteSize, eyePos.z, eyePos.w); gl_PointSize = clamp(ubo.screendim.x * projectedCorner.x / projectedCorner.w, 1.0, 128.0); gl_Position = ubo.projection * eyePos; outGradientPos = inVel.w; }