#version 460 #extension GL_ARB_separate_shader_objects : enable #extension GL_EXT_scalar_block_layout : enable #extension GL_GOOGLE_include_directive : enable #include "wavefront.glsl" layout(binding = 0, scalar) buffer Vertices { Vertex v[]; } vertices; layout(push_constant) uniform shaderInformation { float iTime; } pushc; void main() { Vertex v0 = vertices.v[gl_GlobalInvocationID.x]; // Compute vertex position const float PI = 3.14159265; const float signY = (v0.pos.y >= 0 ? 1 : -1); const float radius = length(v0.pos.xz); const float argument = pushc.iTime * 4 + radius * PI; const float s = sin(argument); v0.pos.y = signY * abs(s) * 0.5; // Compute normal if(radius == 0.0f) { v0.nrm = vec3(0.0f, signY, 0.0f); } else { const float c = cos(argument); const float xzFactor = -PI * s * c; const float yFactor = 2.0f * signY * radius * abs(s); v0.nrm = normalize(vec3(v0.pos.x * xzFactor, yFactor, v0.pos.z * xzFactor)); } vertices.v[gl_GlobalInvocationID.x] = v0; }