#version 460 /* * Copyright 2023-2025 Nintendo * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ layout (triangles) in; layout (triangle_strip, max_vertices = 3) out; layout (binding = 0) uniform UBO { mat4 projection; mat4 view; mat4 proj_view; } ubo; layout(push_constant) uniform pushConstants { mat4 model; vec3 camera_pos; float elapsed_time; float material_diffuse; float material_spec; } push; layout (location = 0) in VertexData { vec2 uv; vec3 normal; vec3 world_pos; vec3 object_pos; flat uint texture_index; } vertex_in[3]; layout (location = 0) out VertexData { vec2 uv; vec3 normal; vec3 world_pos; vec3 object_pos; flat uint texture_index; } vertex_out; void main() { float amplitude = 0.2f; float phase = 5.f; for(int i = 0; i < gl_in.length(); ++i) { float sin_inside = abs(vertex_in[i].world_pos.x * vertex_in[i].world_pos.y * 2) + push.elapsed_time * phase; vec3 sin_offset = amplitude * vec3(sin(sin_inside), cos(sin_inside), 0); vec4 position = vec4(vertex_in[i].world_pos + sin_offset, 1.f); gl_Position = ubo.proj_view * position; vertex_out.uv = vertex_in[i].uv; vertex_out.normal = vertex_in[i].normal; vertex_out.world_pos = vertex_in[i].world_pos + sin_offset; vertex_out.object_pos = vertex_in[i].object_pos; vertex_out.texture_index = vertex_in[i].texture_index; EmitVertex(); } EndPrimitive(); }