#version 450 layout (set = 0, binding = 0) uniform Matrices { mat4 Projection3d; mat4 View; mat4 Sky; mat4 Projection2d; }; layout (points) in; layout (triangle_strip, max_vertices = 4) out; layout (location = 0) in vec4 velocity[]; layout (location = 1) in vec4 color[]; layout (location = 2) in vec4 ramp[]; layout (location = 0) out vec4 uv_tr; layout (location = 1) out vec4 o_color; void main() { vec4 pos = gl_in[0].gl_Position; vec4 tr = vec4 (0, 0, ramp[0].xy); float s = ramp[0].z; vec4 d, p; vec4 c = color[0]; d = vec4 (-1, 1, 0, 0); p = pos + s * d; gl_Position = Projection3d * p; uv_tr = d + tr; o_color = c; EmitVertex (); d = vec4 (-1, -1, 0, 0); p = pos + s * d; gl_Position = Projection3d * p; uv_tr = d + tr; o_color = c; EmitVertex (); d = vec4 (1, 1, 0, 0); p = pos + s * d; gl_Position = Projection3d * p; uv_tr = d + tr; o_color = c; EmitVertex (); d = vec4 (1, -1, 0, 0); p = pos + s * d; gl_Position = Projection3d * p; uv_tr = d + tr; o_color = c; EmitVertex (); EndPrimitive (); }