Kelsidavis-WoWee/assets/shaders/m2_ribbon.vert.glsl

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#version 450
// M2 ribbon emitter vertex shader.
// Ribbon geometry is generated CPU-side as a triangle strip.
// Vertex format: pos(3) + color(3) + alpha(1) + uv(2) = 9 floats.
layout(set = 0, binding = 0) uniform PerFrame {
mat4 view;
mat4 projection;
mat4 lightSpaceMatrix;
vec4 lightDir;
vec4 lightColor;
vec4 ambientColor;
vec4 viewPos;
vec4 fogColor;
vec4 fogParams;
vec4 shadowParams;
};
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aColor;
layout(location = 2) in float aAlpha;
layout(location = 3) in vec2 aUV;
layout(location = 0) out vec3 vColor;
layout(location = 1) out float vAlpha;
layout(location = 2) out vec2 vUV;
layout(location = 3) out float vFogFactor;
void main() {
vec4 worldPos = vec4(aPos, 1.0);
vec4 viewPos4 = view * worldPos;
gl_Position = projection * viewPos4;
float dist = length(viewPos4.xyz);
float fogStart = fogParams.x;
float fogEnd = fogParams.y;
vFogFactor = clamp((fogEnd - dist) / max(fogEnd - fogStart, 0.001), 0.0, 1.0);
vColor = aColor;
vAlpha = aAlpha;
vUV = aUV;
}