#version 460 // Particles: a camera-facing quad per sprite, from the vertex index (6 vertices, no buffer). #include "backend.glsl" PUSH_BLOCK { mat4 viewProj; vec4 posSize; // xyz centre, w half size vec4 color; // rgb (HDR: can be bright), a vec4 right; // camera right, w = rotation (radians) vec4 up; // camera up, w = texture index (bits) } pc; layout(location = 0) out vec2 v_uv; layout(location = 1) out vec3 v_world; const vec2 kQuad[6] = vec2[](vec2(-1,-1), vec2(1,-1), vec2(1,1), vec2(-1,-1), vec2(1,1), vec2(-1,1)); void main() { vec2 q = kQuad[VERTEX_ID]; float c = cos(pc.right.w), s = sin(pc.right.w); vec2 r = vec2(c * q.x - s * q.y, s * q.x + c * q.y); vec3 world = pc.posSize.xyz + (pc.right.xyz * r.x + pc.up.xyz * r.y) * pc.posSize.w; if (pc.color.a < 0.0) world = pc.posSize.xyz + (pc.right.xyz * q.x + pc.up.xyz * q.y) * pc.posSize.w; // a grid: a square on its plane else if (pc.posSize.w < 0.0) { // a streak: right.xyz the eye, w its half width at the far end; each end's side faces the eye vec3 end = pc.posSize.xyz + pc.up.xyz * q.y, side = cross(pc.up.xyz, pc.right.xyz - end); world = end + (length(side) > 1e-9 ? normalize(side) : vec3(0.0, 0.0, 1.0)) * q.x * (q.y < 0.0 ? -pc.posSize.w : pc.right.w); } v_uv = q * 0.5 + 0.5; v_uv.y = 1.0 - v_uv.y; v_world = world; gl_Position = pc.viewProj * vec4(world, 1.0); }