#version 150 // The render target's resolution (used for scaling) uniform vec2 resolution; // The billboards' size uniform vec2 size; // Input is the passed point cloud layout (points) in; // The output will consist of triangle strips with four vertices each layout (triangle_strip, max_vertices = 4) out; // Output texture coordinates out vec2 tex_coord; // Main entry point void main() { // Caculate the half width/height of the billboards vec2 half_size = size / 2.f; // Scale the size based on resolution (1 would be full width/height) half_size /= resolution; // Iterate over all vertices for (int i = 0; i < gl_in.length(); i++) { // Retrieve the passed vertex position vec2 pos = gl_in[i].gl_Position.xy; // Bottom left vertex gl_Position = vec4(pos - half_size, 0.f, 1.f); tex_coord = vec2(1.f, 1.f); EmitVertex(); // Bottom right vertex gl_Position = vec4(pos.x + half_size.x, pos.y - half_size.y, 0.f, 1.f); tex_coord = vec2(0.f, 1.f); EmitVertex(); // Top left vertex gl_Position = vec4(pos.x - half_size.x, pos.y + half_size.y, 0.f, 1.f); tex_coord = vec2(1.f, 0.f); EmitVertex(); // Top right vertex gl_Position = vec4(pos + half_size, 0.f, 1.f); tex_coord = vec2(0.f, 0.f); EmitVertex(); // And finalize the primitive EndPrimitive(); } }