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Vulkan-Samples/shaders/synchronization_2/glsl/particle.vert
T
2025-09-04 10:54:47 +08:00

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1.4 KiB
GLSL

#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;
}