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38 lines
853 B
GLSL
38 lines
853 B
GLSL
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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layout(location = 0) in vec3 inVertex;
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layout(location = 1) in vec4 inColor;
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layout(push_constant) uniform PushConstant
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{
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mat4 mvpMatrix;
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} pc;
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layout(binding = 0) uniform UniformBufferObject
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{
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float pointSize;
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float pointScale;
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float minPointSize;
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float maxPointSize;
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float att_a;
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float att_b;
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float att_c;
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} ubo;
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layout(location = 0) out vec4 color;
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out gl_PerVertex {
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vec4 gl_Position;
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float gl_PointSize;
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};
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void main() {
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gl_Position = pc.mvpMatrix * vec4(inVertex, 1.0);
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float dist_atten = ubo.pointScale / (ubo.att_a + ubo.att_b * gl_Position.w + ubo.att_c * gl_Position.w * gl_Position.w);
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gl_PointSize = clamp(ubo.pointScale * ubo.pointSize * sqrt(dist_atten), ubo.minPointSize, ubo.maxPointSize);
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color = inColor;
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}
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