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https://git.code.sf.net/p/quake/quakeforge
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e709eceb75
I had missed them earlier as I had forgotten about them (looked only at vertex shaders).
55 lines
1.1 KiB
GLSL
55 lines
1.1 KiB
GLSL
#version 450
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#extension GL_GOOGLE_include_directive : enable
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layout (set = 0, binding = 0) uniform
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#include "matrices.h"
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;
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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layout (location = 0) in vec4 velocity[];
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layout (location = 1) in vec4 color[];
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layout (location = 2) in vec4 ramp[];
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layout (location = 0) out vec4 uv_tr;
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layout (location = 1) out vec4 o_color;
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void
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main()
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{
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vec4 pos = gl_in[0].gl_Position;
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vec4 tr = vec4 (0, 0, ramp[0].xy);
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float s = ramp[0].z;
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vec4 d, p;
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vec4 c = color[0];
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d = vec4 (-1, 1, 0, 0);
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p = pos + s * d;
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gl_Position = Projection3d * p;
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uv_tr = d + tr;
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o_color = c;
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EmitVertex ();
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d = vec4 (-1, -1, 0, 0);
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p = pos + s * d;
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gl_Position = Projection3d * p;
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uv_tr = d + tr;
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o_color = c;
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EmitVertex ();
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d = vec4 (1, 1, 0, 0);
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p = pos + s * d;
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gl_Position = Projection3d * p;
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uv_tr = d + tr;
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o_color = c;
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EmitVertex ();
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d = vec4 (1, -1, 0, 0);
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p = pos + s * d;
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gl_Position = Projection3d * p;
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uv_tr = d + tr;
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o_color = c;
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EmitVertex ();
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EndPrimitive ();
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}
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