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31 lines
737 B
GLSL
31 lines
737 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(location = 0) in vec3 aPos;
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layout(location = 1) in vec4 aColor;
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layout(location = 2) in float aSize;
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layout(location = 3) in float aTile;
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layout(location = 0) out vec4 vColor;
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layout(location = 1) out float vTile;
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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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gl_PointSize = clamp(aSize * 500.0 / max(dist, 1.0), 1.0, 128.0);
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vColor = aColor;
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vTile = aTile;
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gl_Position = projection * viewPos4;
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}
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