24 lines
439 B
GLSL
24 lines
439 B
GLSL
#version 330
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uniform mat4 ProjectionMatrix;
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uniform mat4 ViewMatrix;
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in vec2 quadcorner;
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in vec2 texcoord;
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in vec3 position;
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in float lifetime;
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in float size;
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out float lf;
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out vec2 tc;
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void main(void)
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{
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tc = texcoord;
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lf = lifetime;
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vec3 newposition = position;
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vec4 viewpos = ViewMatrix * vec4(newposition, 1.0);
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viewpos += size * vec4(quadcorner, 0., 0.);
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gl_Position = ProjectionMatrix * viewpos;
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}
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