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Setup: | |
1. Index buffer containing N quads (each 2 triangles), where N is the max amount of spheres. Repeating pattern of {0,1,2,1,3,2} + K*4. | |
2. No vertex buffer. | |
Render N*2 triangles, where N is the number of spheres you have. | |
Vertex shader: | |
1. Sphere index = N/4 (N = SV_VertexId) | |
2. Quad coord: Q = float2(N%2, (N%4)/2) * 2.0 - 1.0 | |
3. Transform sphere center -> pos |
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#include <stdio.h> | |
// #define CLANG_EXTENSION | |
// Clang compile with -O3 | |
#define VS_EXTENSION | |
// https://godbolt.org/z/sVWrF4 | |
// Clang compile with -O3 -fms-compatibility | |
// VS2017 compile with /O3 |