#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 time; float intensity; } push; layout(location = 0) in vec3 aPos; layout(location = 1) in float aBrightness; layout(location = 2) in float aTwinklePhase; layout(location = 0) out float vBrightness; void main() { mat4 rotView = mat4(mat3(view)); float twinkle = 0.7 + 0.3 * sin(push.time * 1.5 + aTwinklePhase); vBrightness = aBrightness * twinkle * push.intensity; gl_PointSize = mix(2.0, 4.0, aBrightness); gl_Position = projection * rotView * vec4(aPos, 1.0); }