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- uniform vec3 color_from;
- uniform vec3 color_to;
- #if __VERSION__ >= 330
- layout(location=0) in vec3 Position;
- layout(location = 1) in float lifetime;
- layout(location = 2) in float size;
- layout(location=3) in vec2 Texcoord;
- layout(location = 4) in vec2 quadcorner;
- #else
- in vec3 Position;
- in float lifetime;
- in float size;
- in vec2 Texcoord;
- in vec2 quadcorner;
- #endif
- out float lf;
- out vec2 tc;
- out vec3 pc;
- void main(void)
- {
- tc = Texcoord;
- lf = lifetime;
- pc = color_from + (color_to - color_from) * lifetime;
- vec3 newposition = Position;
- vec4 viewpos = ViewMatrix * vec4(newposition, 1.0);
- viewpos += size * vec4(quadcorner, 0., 0.);
- gl_Position = ProjectionMatrix * viewpos;
- }
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