#version 450 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(push_constant) uniform Push { float screenHeight; } push; layout(location = 0) in vec3 aPos; layout(location = 1) in float aLifeRatio; layout(location = 2) in float aSize; layout(location = 3) in float aIsSpark; layout(location = 0) out float vLifeRatio; layout(location = 1) out float vIsSpark; void main() { vec4 viewPos4 = view * vec4(aPos, 1.0); float dist = -viewPos4.z; float scale = aIsSpark > 0.5 ? 0.12 : 0.3; gl_PointSize = clamp(aSize * scale * push.screenHeight / max(dist, 1.0), 1.0, 64.0); vLifeRatio = aLifeRatio; vIsSpark = aIsSpark; gl_Position = projection * viewPos4; }