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https://github.com/Nexoniarz/Fry3DX.git
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25 lines
1.2 KiB
GLSL
25 lines
1.2 KiB
GLSL
#version 460
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// Particles: a camera-facing quad per sprite, from the vertex index (6 vertices, no buffer).
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#include "backend.glsl"
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PUSH_BLOCK {
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mat4 viewProj;
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vec4 posSize; // xyz centre, w half size
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vec4 color; // rgb (HDR: can be bright), a
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vec4 right; // camera right, w = rotation (radians)
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vec4 up; // camera up, w = texture index (bits)
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} pc;
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layout(location = 0) out vec2 v_uv;
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const vec2 kQuad[6] = vec2[](vec2(-1,-1), vec2(1,-1), vec2(1,1), vec2(-1,-1), vec2(1,1), vec2(-1,1));
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void main() {
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vec2 q = kQuad[VERTEX_ID];
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float c = cos(pc.right.w), s = sin(pc.right.w);
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vec2 r = vec2(c * q.x - s * q.y, s * q.x + c * q.y);
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vec3 world = pc.posSize.xyz + (pc.right.xyz * r.x + pc.up.xyz * r.y) * pc.posSize.w;
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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
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vec3 end = pc.posSize.xyz + pc.up.xyz * q.y, side = cross(pc.up.xyz, pc.right.xyz - end);
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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);
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}
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v_uv = q * 0.5 + 0.5;
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v_uv.y = 1.0 - v_uv.y;
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gl_Position = pc.viewProj * vec4(world, 1.0);
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}
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