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

77 lines
1.9 KiB
GLSL

#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();
}