Files
face_sdk/app/src/main/assets/shaders/pointcloud.vert
T

31 lines
786 B
GLSL

#version 450
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inColor;
layout(location = 0) out vec3 fragColor;
layout(binding = 0) uniform UniformBufferObject {
mat4 proj;
mat4 model;
mat4 view;
} ubo;
layout(push_constant) uniform PushConstants {
float myValue;
} pushConstants;
void main() {
// 预计算MVP矩阵以减少乘法次数
//mat4 mvp = ubo.proj * ubo.view * ubo.model;
//vec3 pos = vec3(2.0, inPosition.y, inPosition.z);
//gl_Position = mvp * vec4(inPosition, 1.0);
vec2 position = vec2(inPosition.xy*2 -1);
//gl_Position = vec4(inPosition.xy*2 -1, 0.5, 1.0);
position = position * pushConstants.myValue;
gl_Position = vec4(position, 0.5, 1.0);
fragColor = inColor;
gl_PointSize = 2.0;
}