zenyx-engine/shaders/shader.vert

31 lines
1.1 KiB
GLSL

#version 450
layout(location = 0) in vec3 position;
layout(location = 1) in vec3 color;
layout(location = 2) in vec3 normal_in;
layout(location = 3) in vec2 tex_coords;
layout(location = 0) out vec2 tex_coord;
layout(location = 1) out vec3 normal;
layout(push_constant) uniform float TIME;
layout(set = 0, binding = 0) uniform UniformBufferObject {
mat4x4 projection;
} view;
mat4 rotation(float lerp) {
return mat4(cos(lerp), -sin(lerp), 0., 0.,
sin(lerp), cos(lerp), 0., 0.,
0., 0., 1., 0.,
0., 0., 0., 1.);
}
void main() {
float sum_val = sin(TIME / 5);
gl_Position = view.projection * transpose(mat4(
1.0, 0.0, 0.0, sum_val,
0.0, 1.0, 0.0, sum_val,
0.0, 0.0, 1.0, sum_val,
0.0, 0.0, 0.0, 1.0) * mat4((sin(TIME) + 1.0) / 2, 0.0, 0.0, 0.0,
0.0, (sin(TIME) + 1.0) / 2, 0.0, 0.0,
0.0, 0.0, (sin(TIME) + 1.0) / 2, 0.0,
0.0, 0.0, 0.0, 1) * rotation(TIME * 2.5)) * vec4(position, 1.0);
tex_coord = tex_coords;
normal = normal_in;
}