Renderer/assets/Shaders/entities/particle/particle.vs
austin 4b41ac823c
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texture atlasing for particle system
2024-09-19 23:13:18 -04:00

80 lines
1.6 KiB
GLSL

//Vertex Shader
#version 450 core
/**
Bind points for different SSBOs
*/
#define PARTICLE_SSBO_BIND_POINT 4
/**
A point light
*/
struct ParticleData {
mat4 model;
vec4 color;
vec4 texture;
};
//input buffers
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 4) in vec2 aTex;
layout(std430, binding = PARTICLE_SSBO_BIND_POINT) restrict buffer particleSSBO {
ParticleData particleData[];
};
//coordinate space transformation matrices
uniform mat4 transform;
uniform mat4 view;
uniform mat4 projection;
uniform mat4 lightSpaceMatrix;
//output buffers
out vec3 Normal;
out vec3 FragPos;
out vec3 ViewFragPos;
out vec2 TexCoord;
out vec4 FragPosLightSpace;
out vec4 color;
void main() {
ParticleData currentData = particleData[gl_InstanceID];
mat4 model = currentData.model;
color = currentData.color;
//normalize posiiton and normal
vec4 FinalVertex = vec4(aPos, 1.0);
vec4 FinalNormal = vec4(aNormal, 1.0);
//make sure the W component is 1.0
FinalVertex = vec4(FinalVertex.xyz, 1.0);
FinalNormal = vec4(FinalNormal.xyz, 1.0);
//push frag, normal, and texture positions to fragment shader
FragPos = vec3(model * FinalVertex);
ViewFragPos = vec3(view * model * FinalVertex);
Normal = mat3(transpose(inverse(model))) * aNormal;
//offset based on data stored in particle data
TexCoord = (aTex * currentData.texture.xy) + currentData.texture.zw;
//shadow map stuff
FragPosLightSpace = lightSpaceMatrix * vec4(FragPos, 1.0);
//set final position with opengl space
gl_Position = projection * view * model * FinalVertex;
}