97 lines
2.3 KiB
GLSL
97 lines
2.3 KiB
GLSL
#version 450
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layout(points) in;
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layout(triangle_strip, max_vertices = 4) out;
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layout(set = 0, binding = 0) uniform NodeData
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{
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mat4 world;
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} node;
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layout(set = 1, binding = 0) uniform CameraData
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{
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mat4 viewProjection;
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mat4 view;
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mat4 projection;
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vec4 camPos;
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float nearPlane;
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float farPlane;
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float width;
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float height;
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float fov;
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float aspect;
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float scaleFactor;
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float pixelScaleFactor;
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} cam;
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layout(set = 4, binding = 0) uniform BillboardData
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{
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vec2 size;
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bool isFixedSize;
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} billboardInfo;
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layout(location = 0) out vec4 color;
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layout(location = 1) out vec2 tex;
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layout(location = 0) in VS_OUT {
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vec4 color;
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} gs_in[];
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void main() {
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// The desired point for the billboard
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vec3 pos = gl_in[0].gl_Position.xyz;
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if(!billboardInfo.isFixedSize)
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{
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vec3 cameraRight = normalize(vec3(cam.view[0][0], cam.view[1][0], cam.view[2][0]));
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vec3 cameraUp = normalize(vec3(cam.view[0][1], cam.view[1][1], cam.view[2][1]));
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const vec2 offsets[4] = {
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vec2(0.5, -0.5),
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vec2(0.5, 0.5),
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vec2(-0.5, -0.5),
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vec2(-0.5, 0.5)
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};
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const vec2 texCoords[4] = {
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vec2(1, 0),
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vec2(1, 1),
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vec2(0, 0),
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vec2(0, 1)
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};
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for (int i = 0; i < 4; i++)
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{
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vec2 scaledSize = billboardInfo.size / length(billboardInfo.size);
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gl_Position = cam.viewProjection * vec4(pos + cameraRight * offsets[i].x * scaledSize.x + cameraUp * offsets[i].y * scaledSize.y, 1.0);
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color = gs_in[0].color;
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tex = texCoords[i].xy;
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EmitVertex();
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}
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EndPrimitive();
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}
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else
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{
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const vec2 offsets[4] = {
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vec2(-0.5, -0.5),
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vec2(-0.5, 0.5),
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vec2(0.5, -0.5),
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vec2(0.5, 0.5)
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};
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const vec2 texCoords[4] = {
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vec2(0, 0),
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vec2(0, 1),
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vec2(1, 0),
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vec2(1, 1)
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};
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for (int i = 0; i < 4; i++)
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{
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gl_Position = cam.viewProjection * vec4(pos, 1);
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gl_Position /= gl_Position.w;
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gl_Position.xy += offsets[i] * vec2(billboardInfo.size.x/cam.width, billboardInfo.size.x/cam.height);
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color = gs_in[0].color;
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tex = texCoords[i].xy;
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EmitVertex();
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}
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EndPrimitive();
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}
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}
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