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#version 450 #define PARTICLE_PARAMETERS_COUNT 7 layout (std430, binding = 0) readonly buffer someSSBO { float data[268800]; }; layout (location = 0) in vec2 vertex; out vec3 oColour; uniform mat4 uModel; uniform mat4 uViewProjection; void main() { int index = gl_VertexID / 4; vec2 position = vec2( data[PARTICLE_PARAMETERS_COUNT * index + 0], data[PARTICLE_PARAMETERS_COUNT * index + 1] ); vec2 vertexPosition = vertex + position; vec4 worldPosition = uModel * vec4(vertexPosition[0], .0f, vertexPosition[1], 1.0f); oColour = vec3( data[PARTICLE_PARAMETERS_COUNT * index + 4], data[PARTICLE_PARAMETERS_COUNT * index + 5], data[PARTICLE_PARAMETERS_COUNT * index + 6] ); gl_Position = uViewProjection * worldPosition; }
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