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36 lines
903 B
GLSL
36 lines
903 B
GLSL
#version 450
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layout(set = 0, binding = 0) uniform PerFrame {
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mat4 view;
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mat4 projection;
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mat4 lightSpaceMatrix;
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vec4 lightDir;
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vec4 lightColor;
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vec4 ambientColor;
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vec4 viewPos;
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vec4 fogColor;
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vec4 fogParams;
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vec4 shadowParams;
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};
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layout(push_constant) uniform Push {
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float screenHeight;
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} push;
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layout(location = 0) in vec3 aPos;
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layout(location = 1) in float aLifeRatio;
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layout(location = 2) in float aSize;
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layout(location = 3) in float aIsSpark;
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layout(location = 0) out float vLifeRatio;
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layout(location = 1) out float vIsSpark;
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void main() {
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vec4 viewPos4 = view * vec4(aPos, 1.0);
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float dist = -viewPos4.z;
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float scale = aIsSpark > 0.5 ? 0.12 : 0.3;
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gl_PointSize = clamp(aSize * scale * push.screenHeight / max(dist, 1.0), 1.0, 64.0);
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vLifeRatio = aLifeRatio;
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vIsSpark = aIsSpark;
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gl_Position = projection * viewPos4;
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}
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