#version 450 layout(location = 0) in vec3 pos; layout(location = 1) in vec3 normal; layout(location = 5) in vec4 color; layout(location = 0) out vec4 outColor; 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() { if (!billboardInfo.isFixedSize) { mat4 mv = cam.view * node.world; mv[0][0] = 1; mv[0][1] = 0; mv[0][2] = 0; mv[1][0] = 0; mv[1][1] = 1; mv[1][2] = 0; mv[2][0] = 0; mv[2][1] = 0; mv[2][2] = 1; gl_Position = cam.projection * mv * vec4(pos, 1); } else { vec4 billboardPos = vec4(0, 0, 0, 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; }