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fire_gs.glsl
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fire_gs.glsl
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#version 450
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
uniform mat4 projection_matrix;
uniform float size; // Particle size
in vec4 color[];
out vec2 vertex_uv;
out vec4 vertex_color;
void main()
{
vec4 P = gl_in[0].gl_Position;
vec2 va = P.xy + vec2(-0.5, -0.5) * size;
gl_Position = projection_matrix * vec4(va.xy, P.zw);
vertex_uv = vec2(0.0, 0.0);
vertex_color = color[0];
EmitVertex();
vec2 vd = P.xy + vec2(0.5, -0.5) * size;
gl_Position = projection_matrix * vec4(vd.xy, P.zw);
vertex_uv = vec2(1.0, 0.0);
vertex_color = color[0];
EmitVertex();
vec2 vb = P.xy + vec2(-0.5, 0.5) * size;
gl_Position = projection_matrix * vec4(vb.xy, P.zw);
vertex_uv = vec2(0.0, 1.0);
vertex_color = color[0];
EmitVertex();
vec2 vc = P.xy + vec2(0.5, 0.5) * size;
gl_Position = projection_matrix * vec4(vc.xy, P.zw);
vertex_uv = vec2(1.0, 1.0);
vertex_color = color[0];
EmitVertex();
EndPrimitive();
}
// Test for debug
/* layout (points) in; */
/* layout (triangle_strip, max_vertices = 5) out; */
/* uniform mat4 projection_matrix; */
/* uniform float size; // Particle size */
/* void build_house(vec4 position) */
/* { */
/* gl_Position = projection_matrix * position + vec4(-0.2, -0.2, 0.0, 0.0) * size; // 1:bottom-left */
/* EmitVertex(); */
/* gl_Position = projection_matrix * position + vec4( 0.2, -0.2, 0.0, 0.0) * size; // 2:bottom-right */
/* EmitVertex(); */
/* gl_Position = projection_matrix * position + vec4(-0.2, 0.2, 0.0, 0.0) * size; // 3:top-left */
/* EmitVertex(); */
/* gl_Position = projection_matrix * position + vec4( 0.2, 0.2, 0.0, 0.0) * size; // 4:top-right */
/* EmitVertex(); */
/* gl_Position = projection_matrix * position + vec4( 0.0, 0.4, 0.0, 0.0) * size; // 5:top */
/* EmitVertex(); */
/* EndPrimitive(); */
/* } */
/* void main() { */
/* build_house(gl_in[0].gl_Position); */
/* } */