ref_vk/shaders/point_particle.vert

38 lines
853 B
GLSL

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