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spherepoint.vert.glsl
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/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 430
/**/
#extension GL_ARB_shading_language_include : enable
#include "common.h"
#if USE_INDICES
layout(binding=TEX_PARTICLEINDICES) uniform isamplerBuffer texParticleIndices;
layout(binding=TEX_PARTICLES) uniform samplerBuffer texParticles;
int particle = texelFetch(texParticleIndices, gl_VertexID).x;
#if USE_COMPACT_PARTICLE
vec4 inPosColor = texelFetch(texParticles, particle);
vec4 inPosSize = vec4(inPosColor.xyz, scene.particleSize);
vec4 inColor = unpackUnorm4x8(floatBitsToUint(inPosColor.w));
#else
vec4 inPosSize = texelFetch(texParticles, particle*2 + 0);
vec4 inColor = texelFetch(texParticles, particle*2 + 1);
#endif
#else
in layout(location=VERTEX_POS) vec4 inPosSize;
in layout(location=VERTEX_COLOR) vec4 inColor;
#endif
out Interpolants {
vec4 color;
} OUT;
void main()
{
#if USE_COMPACT_PARTICLE
float size = scene.particleSize;
#else
float size = inPosSize.w;
#endif
vec4 hPos = scene.viewProjMatrix * vec4(inPosSize.xyz,1);
vec2 pixelsize = 2.0 * size * scene.viewpixelsize / hPos.w;
gl_PointSize = dot(pixelsize,vec2(0.5));
gl_Position = hPos;
vec3 eyePos = vec3(scene.viewMatrixIT[0].w,scene.viewMatrixIT[1].w,scene.viewMatrixIT[2].w);
vec3 normal = (eyePos - inPosSize.xyz);
OUT.color = inColor * shade(normal);
}