18 lines
466 B
GLSL
18 lines
466 B
GLSL
#version 430 core
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layout ( location = 0 ) in vec3 vertex_position;
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layout ( location = 4 ) in vec4 position;
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uniform mat4 M_v;
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uniform mat4 M_p;
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uniform mat4 transformation;
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uniform float particleSize;
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out float lifetime;
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void main()
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{
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vec4 position_viewspace = M_v * transformation * vec4( position.xyz , 1 );
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position_viewspace.xy += particleSize * (vertex_position.xy - vec2(0.5f));
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gl_Position = M_p * position_viewspace;
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lifetime = position.w;
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} |