COSC-3P98-Assigment-3/include/shaders/geometry.geom

49 lines
1.0 KiB
GLSL

#ifdef __cplusplus
#include <string>
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