diff --git a/projects/sph/shaders/shader.vert b/projects/sph/shaders/shader.vert index 5f470b14aacd46a1689671b61ecf87c77ccb9194..f5531ffa4f26d3652e8e35971c16af6dda2e3b45 100644 --- a/projects/sph/shaders/shader.vert +++ b/projects/sph/shaders/shader.vert @@ -6,11 +6,11 @@ layout(location = 0) in vec3 particle; struct Particle { vec3 position; - float lifeTime; + float padding; vec3 velocity; - float padding_2; - vec3 reset_velocity; - float padding_3; + float density; + vec3 force; + float pressure; }; layout(std430, binding = 2) readonly buffer buffer_inParticle1 @@ -30,13 +30,12 @@ layout( push_constant ) uniform constants{ layout(location = 0) out vec2 passTriangleCoordinates; layout(location = 1) out vec3 passVelocity; -layout(location = 2) out float passlifeTime; void main() { int id = gl_InstanceIndex; passVelocity = inParticle1[id].velocity; - passlifeTime = inParticle1[id].lifeTime; + // particle position in view space vec4 positionView = view * vec4(inParticle1[id].position, 1); // by adding the triangle position in view space the mesh is always camera facing