init
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#version 460
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/*
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* Copyright 2023 Nintendo
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec2 inUV;
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layout (binding = 0) uniform UBO {
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mat4 projection;
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mat4 view;
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mat4 proj_view;
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} ubo;
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layout(push_constant) uniform pushConstants
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{
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mat4 model;
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vec3 camera_pos;
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float elapsed_time;
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float material_diffuse;
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float material_spec;
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} push;
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layout (location = 0) out VertexData {
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vec2 uv;
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vec3 normal;
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vec3 world_pos;
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vec3 object_pos;
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flat uint texture_index;
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} vertex_out;
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void main()
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{
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vertex_out.uv = inUV;
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vertex_out.normal = mat3(inverse(transpose(push.model))) * inNormal;
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vertex_out.object_pos = inPos;
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vertex_out.world_pos = (push.model * vec4(inPos.xyz, 1.0)).xyz;
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float amplitude = 0.5f;
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float phase = 2.0f;
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vertex_out.world_pos.x += amplitude * sin(vertex_out.world_pos.x + vertex_out.world_pos.z + push.elapsed_time * phase);
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gl_Position = ubo.proj_view * vec4(vertex_out.world_pos, 1.0f);
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}
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