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Vulkan-Samples/shaders/shader_object/material_wave_z.vert
T
2025-09-04 10:54:47 +08:00

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1.5 KiB
GLSL

#version 460
/*
* Copyright 2023 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 (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
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) out VertexData {
vec2 uv;
vec3 normal;
vec3 world_pos;
vec3 object_pos;
flat uint texture_index;
} vertex_out;
void main()
{
vertex_out.uv = inUV;
vertex_out.normal = mat3(inverse(transpose(push.model))) * inNormal;
vertex_out.object_pos = inPos;
vertex_out.world_pos = (push.model * vec4(inPos.xyz, 1.0)).xyz;
float amplitude = 0.5f;
float phase = 2.0f;
vertex_out.world_pos.z += amplitude * sin(vertex_out.world_pos.x + vertex_out.world_pos.z + push.elapsed_time * phase);
gl_Position = ubo.proj_view * vec4(vertex_out.world_pos, 1.0f);
}