93 lines
1.9 KiB
Plaintext
93 lines
1.9 KiB
Plaintext
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#version 460 core
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struct GenericData
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{
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//! Delta time
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float dt;
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//! Elapsed time of the application
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float elapsedTime;
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//! Viewport width of the scene (excluding imgui, that means smaller than window)
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uint viewportWidth;
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//! Ditto but for height
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uint viewportHeight;
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};
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struct ParticleData
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{
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vec4 position;
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vec4 rotation;
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vec4 velocity;
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vec4 acceleration;
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vec4 scaleAndDecay;
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float life;
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uint textureIndex;
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};
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layout (set = 0, binding = 0) uniform GenericDataBuffer
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{
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GenericData data;
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} genericDataBuffer;
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layout(set = 1, binding = 0) uniform CameraData
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{
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vec4 position;
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mat4 vpMat;
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mat4 viewMat;
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mat4 projMat;
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} cameraData;
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// output buffer not needed
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layout (std430, set = 2, binding = 2) coherent restrict buffer ParticlesOutputBuffer
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{
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ParticleData data[];
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} outputParticles;
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layout (std430, set = 2, binding = 4) coherent restrict buffer IndicesData
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{
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uint indices[];
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};
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// between shader stages
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layout(location = 0) out struct
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{
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vec2 uv; // location = 0
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} Out;
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vec2 CreateQuad (in uint vertexID)
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{
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uint b = 1 << vertexID;
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return vec2 ((0x3 & b) != 0, (0x9 & b) != 0);
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}
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void main()
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{
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// Create a quad and its texture coordinates
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Out.uv = CreateQuad (gl_VertexIndex);
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vec3 vertexPos = vec3 (Out.uv - vec2(0.5f), 0.0f);
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ParticleData particle = outputParticles.data[indices[gl_InstanceIndex]];
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vec3 normalized = normalize (particle.velocity.xyz);
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float angle = atan (normalized.y, normalized.x);
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vec2 particleScaleData = particle.scaleAndDecay.xz; // x and y
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mat4 localModel = mat4 (1.0f);
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localModel[0][0] = particleScaleData.x;
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localModel[1][1] = particleScaleData.y;
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mat4 rotate = mat4(1.0f);
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rotate[0][0] = cos(angle);
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rotate[0][1] = sin(angle);
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rotate[1][0] = -sin(angle);
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rotate[1][1] = cos(angle);
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localModel = rotate * localModel;
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localModel[3] = vec4 (particle.position.xyz, 1.0f);
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gl_Position = cameraData.vpMat * localModel * vec4(vertexPos, 1.0f);
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}
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