mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-19 00:51:51 +00:00
6aaf5c3722
This gets the pipelines loaded (and unloaded on shutdown). Probably the easy part :P. Still need to sort out the command buffers, synchronization, and particle generation (and probably a bunch else that's not coming to mind).
57 lines
1.1 KiB
GLSL
57 lines
1.1 KiB
GLSL
#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 ();
|
|
}
|