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#version 450
layout(set = 1, binding = 0) uniform UBO {
mat4 camera;
};
layout(location = 0) out vec2 out_uv;
layout(location = 1) out vec4 out_color;
layout(location = 2) flat out int out_type;
struct Particle {
vec2 pos;
float radius, life;
vec3 color;
int type;
};
layout(binding = 0) buffer Particles {
Particle pts[];
};
uint tri_idx[6] = { 0, 1, 2, 3, 2, 1 };
vec2 tri_pos[4] = { {0,0}, {1,0}, {0,1}, {1,1} };
void main() {
Particle p = pts[gl_VertexIndex / 6];
vec2 ofs = tri_pos[tri_idx[gl_VertexIndex % 6]];
out_uv = ofs;
gl_Position = camera * vec4((ofs - 0.5) * p.radius * p.life + p.pos, 0.0, 1.0);
out_color = vec4(p.color,1);
out_type = p.type;
}
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