#ifdef __cplusplus #include std::string shader_geom = R"(" #version 460 layout (points) in; layout (triangle_strip, max_vertices = 4) out; in vec4 pos_[]; out vec2 uv_; out float index; uniform mat4 pvm; uniform vec4 up; uniform vec4 right; void transform(vec3 pos){ // passthough index index = pos_[0].w; gl_Position = pvm * vec4(pos, 1.0); } void main() { const float quad_size = 0.5; vec3 pos = pos_[0].xyz; // using the up and right vectors to generate the verticies for this particle ensures that the particle always faces the camera transform(pos + up.xyz * quad_size + right.xyz * quad_size); uv_ = vec2(0, 0); EmitVertex(); transform(pos + up.xyz * quad_size - right.xyz * quad_size); uv_ = vec2(0, 1); EmitVertex(); transform(pos - up.xyz * quad_size + right.xyz * quad_size); uv_ = vec2(1, 0); EmitVertex(); transform(pos - up.xyz * quad_size - right.xyz * quad_size); uv_ = vec2(1, 1); EmitVertex(); EndPrimitive(); } ")"; #endif