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