This commit is contained in:
ohyzha
2024-07-19 10:17:45 +03:00
parent cfb8b76801
commit a28b4ab53c
7 changed files with 57 additions and 62 deletions

View File

@@ -3,6 +3,7 @@
layout(location = 0) in vec4 color;
layout(location = 1) in vec2 texCoord;
layout(location = 0) out vec4 outColor;
layout(set = 2, binding = 0) uniform sampler2D texSampler;
void main()

View File

@@ -1,9 +0,0 @@
#version 450
layout(location = 0) in vec4 color;
layout(location = 0) out vec4 outColor;
void main()
{
outColor = color;
}

View File

@@ -1,9 +1,12 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(location = 0) in vec3 pos;
layout(location = 1) in vec3 normal;
layout(location = 4) in vec3 textureCoordinates;
layout(location = 5) in vec4 color;
layout(location = 0) out vec4 outColor;
layout(location = 1) out vec2 outTexture;
layout(set = 0, binding = 0) uniform NodeData
{
@@ -13,15 +16,14 @@ layout(set = 0, binding = 0) uniform NodeData
layout(set = 1, binding = 0) uniform CameraData
{
mat4 viewProjection;
mat4 view;
mat4 projection;
vec4 camPos;
mat4 view;
mat4 projection;
vec4 camPos;
} cam;
layout(set = 2, binding = 0) uniform BillboardData
layout(set = 3, binding = 0) uniform BillboardData
{
vec2 size;
vec2 windowSize;
bool isFixedSize;
} billboardInfo;
@@ -46,10 +48,11 @@ void main() {
}
else
{
vec4 billboardPos = vec4(0, 0, 0, 1);
vec4 billboardPos = vec4(0.5, 0.5, 0.5, 1);
vec4 viewPos = cam.view * node.world * billboardPos;
float dist = -viewPos.z;
gl_Position = cam.projection * (viewPos + vec4(pos.xy*dist*0.2,0,0));
}
outColor = color;
outTexture = textureCoordinates.xy;
}

View File

@@ -11,19 +11,27 @@ layout(set = 0, binding = 0) uniform NodeData
layout(set = 1, binding = 0) uniform CameraData
{
mat4 viewProjection;
mat4 view;
mat4 projection;
vec4 camPos;
mat4 view;
mat4 projection;
vec4 camPos;
float nearPlane;
float farPlane;
float width;
float height;
float fov;
float aspect;
float scaleFactor;
float pixelScaleFactor;
} cam;
layout(set = 2, binding = 0) uniform BillboardData
layout(set = 3, binding = 0) uniform BillboardData
{
vec2 size;
vec2 windowSize;
bool isFixedSize;
} billboardInfo;
layout(location = 0) out vec4 color;
layout(location = 1) out vec2 tex;
layout(location = 0) in VS_OUT {
vec4 color;
@@ -32,7 +40,6 @@ layout(location = 0) in VS_OUT {
void main() {
// The desired point for the billboard
vec3 pos = gl_in[0].gl_Position.xyz;
if(!billboardInfo.isFixedSize)
{
vec3 cameraRight = normalize(vec3(cam.view[0][0], cam.view[1][0], cam.view[2][0]));
@@ -43,12 +50,19 @@ void main() {
vec2(-0.5, -0.5),
vec2(-0.5, 0.5)
};
const vec2 texCoords[4] = {
vec2(1, 0),
vec2(1, 1),
vec2(0, 0),
vec2(0, 1)
};
for (int i = 0; i < 4; i++)
{
vec2 scaledSize = billboardInfo.size / length(billboardInfo.size);
gl_Position = cam.viewProjection * vec4(pos + cameraRight * offsets[i].x * scaledSize.x + cameraUp * offsets[i].y * scaledSize.y, 1.0);
color = gs_in[0].color;
tex = texCoords[i].xy;
EmitVertex();
}
EndPrimitive();
@@ -61,13 +75,20 @@ void main() {
vec2(0.5, -0.5),
vec2(0.5, 0.5)
};
const vec2 texCoords[4] = {
vec2(0, 0),
vec2(0, 1),
vec2(1, 0),
vec2(1, 1)
};
for (int i = 0; i < 4; i++)
{
gl_Position = cam.viewProjection * vec4(pos, 1);
gl_Position /= gl_Position.w;
gl_Position.xy += offsets[i] * vec2(billboardInfo.size.x/billboardInfo.windowSize.x, billboardInfo.size.x/billboardInfo.windowSize.y);
gl_Position.xy += offsets[i] * vec2(billboardInfo.size.x/cam.width, billboardInfo.size.x/cam.height);
color = gs_in[0].color;
tex = texCoords[i].xy;
EmitVertex();
}
EndPrimitive();

View File

@@ -1,7 +1,8 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(location = 0) in vec3 pos;
layout(location = 1) in vec3 normal;
layout(location = 5) in vec4 color;
layout(location = 0) out VS_OUT {
@@ -13,21 +14,6 @@ layout(set = 0, binding = 0) uniform NodeData
mat4 world;
} node;
layout(set = 1, binding = 0) uniform CameraData
{
mat4 viewProjection;
mat4 view;
mat4 projection;
vec4 camPos;
} cam;
layout(set = 2, binding = 0) uniform BillboardData
{
vec2 size;
vec2 windowSize;
bool isFixedSize;
} billboardInfo;
void main() {
// single point
gl_Position = node.world * vec4(pos, 1);