blob: 4f0dfd5bf08dc904d130521a2c81ef93f6a0c3f8 [file] [log] [blame]
uniform mat4 g_WorldViewProjectionMatrix;
attribute vec3 inPosition;
attribute vec4 inColor;
attribute vec4 inTexCoord;
varying vec4 color;
// z and w values in projection space
varying vec2 projPos;
varying vec2 vPos; // Position of the pixel in clip space
#ifdef USE_TEXTURE
varying vec4 texCoord;
#endif
#ifdef POINT_SPRITE
uniform mat4 g_WorldViewMatrix;
uniform mat4 g_WorldMatrix;
uniform vec3 g_CameraPosition;
uniform float m_Quadratic;
const float SIZE_MULTIPLIER = 4.0;
attribute float inSize;
#endif
void main(){
vec4 pos = vec4(inPosition, 1.0);
gl_Position = g_WorldViewProjectionMatrix * pos;
color = inColor;
projPos = gl_Position.zw;
// projPos.x = 0.5 * (projPos.x) + 0.5;
// Transforms the vPosition data to the range [0,1]
vPos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0;
#ifdef USE_TEXTURE
texCoord = inTexCoord;
#endif
#ifdef POINT_SPRITE
vec4 worldPos = g_WorldMatrix * pos;
float d = distance(g_CameraPosition.xyz, worldPos.xyz);
gl_PointSize = max(1.0, (inSize * SIZE_MULTIPLIER * m_Quadratic) / d);
//vec4 worldViewPos = g_WorldViewMatrix * pos;
//gl_PointSize = (inSize * SIZE_MULTIPLIER * m_Quadratic)*100.0 / worldViewPos.z;
color.a *= min(gl_PointSize, 1.0);
#endif
}