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