77 lines
1.9 KiB
GLSL
77 lines
1.9 KiB
GLSL
#version 460
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/*
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* Copyright 2023-2025 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 (triangles) in;
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layout (triangle_strip, max_vertices = 3) out;
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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) in VertexData
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{
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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_in[3];
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layout (location = 0) out VertexData
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{
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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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float amplitude = 0.2f;
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float phase = 5.f;
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for(int i = 0; i < gl_in.length(); ++i)
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{
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float sin_inside = abs(vertex_in[i].world_pos.x * vertex_in[i].world_pos.y * 2) + push.elapsed_time * phase;
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vec3 sin_offset = amplitude * vec3(sin(sin_inside), cos(sin_inside), 0);
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vec4 position = vec4(vertex_in[i].world_pos + sin_offset, 1.f);
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gl_Position = ubo.proj_view * position;
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vertex_out.uv = vertex_in[i].uv;
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vertex_out.normal = vertex_in[i].normal;
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vertex_out.world_pos = vertex_in[i].world_pos + sin_offset;
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vertex_out.object_pos = vertex_in[i].object_pos;
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vertex_out.texture_index = vertex_in[i].texture_index;
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EmitVertex();
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}
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EndPrimitive();
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}
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