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uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ViewProjectionMatrix;
uniform mat4 ModelViewMatrix;
uniform mat4 ProjectionMatrix;
uniform int screen_space;
uniform float pixel_size;
uniform float draw_size;
in vec3 pos;
in vec4 rot;
in vec3 inst_pos;
in int axis;
flat out int finalAxis;
vec3 rotate(vec3 vec, vec4 quat)
{
/* The quaternion representation here stores the w component in the first index */
return vec + 2.0 * cross(quat.yzw, cross(quat.yzw, vec) + quat.x * vec);
}
float mul_project_m4_v3_zfac(in vec3 co)
{
return (ViewProjectionMatrix[0][3] * co.x) +
(ViewProjectionMatrix[1][3] * co.y) +
(ViewProjectionMatrix[2][3] * co.z) + ViewProjectionMatrix[3][3];
}
void main()
{
float pix_size = mul_project_m4_v3_zfac(pos) * pixel_size;
if (screen_space == 1) {
gl_Position = ModelViewMatrix * vec4(pos, 1.0) + vec4(inst_pos * pix_size * draw_size, 0.0);
gl_Position = ProjectionMatrix * gl_Position;
}
else {
gl_Position = ModelViewProjectionMatrix * vec4(pos + rotate(inst_pos * pix_size * draw_size, rot), 1.0);
}
finalAxis = axis;
}
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