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maszyna/shaders/ecs_particle.vert
2026-05-24 21:48:05 +02:00

35 lines
1.1 KiB
GLSL

// ECS particle instanced billboard vertex shader.
// Per-instance data: camera-relative world position, size, color.
// Billboard corners are generated via gl_VertexID (no geometry shader needed).
layout(location = 0) in vec3 i_position; // camera-relative world position
layout(location = 1) in float i_size;
layout(location = 2) in vec4 i_color;
out vec4 f_color;
out vec4 f_pos;
#include <common>
// Two-triangle billboard quad (CCW winding)
const vec2 corners[6] = vec2[6](
vec2(-0.5, -0.5), vec2( 0.5, -0.5), vec2( 0.5, 0.5),
vec2(-0.5, -0.5), vec2( 0.5, 0.5), vec2(-0.5, 0.5)
);
void main()
{
vec2 corner = corners[gl_VertexID];
// inv_view is the inverse of the rotation-only view matrix.
// Its columns are the camera's right, up, forward vectors in world space.
vec3 right = vec3(inv_view[0]);
vec3 up = vec3(inv_view[1]);
// Expand billboard in world space around the camera-relative centre.
vec3 worldPos = i_position + (right * corner.x + up * corner.y) * i_size;
f_pos = modelview * vec4(worldPos, 1.0);
gl_Position = projection * f_pos;
f_color = i_color;
}