Ajout version Release/x64 avec les libraries x64 et tuning de la version Debug
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| #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(); | ||||
|     } | ||||
| } | ||||
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