45 lines
No EOL
1.1 KiB
Text
45 lines
No EOL
1.1 KiB
Text
#version 460
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_EXT_scalar_block_layout : enable
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#extension GL_GOOGLE_include_directive : enable
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#include "wavefront.glsl"
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layout(binding = 0, scalar) buffer Vertices
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{
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Vertex v[];
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}
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vertices;
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layout(push_constant) uniform shaderInformation
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{
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float iTime;
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}
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pushc;
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void main()
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{
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Vertex v0 = vertices.v[gl_GlobalInvocationID.x];
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// Compute vertex position
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const float PI = 3.14159265;
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const float signY = (v0.pos.y >= 0 ? 1 : -1);
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const float radius = length(v0.pos.xz);
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const float argument = pushc.iTime * 4 + radius * PI;
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const float s = sin(argument);
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v0.pos.y = signY * abs(s) * 0.5;
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// Compute normal
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if(radius == 0.0f)
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{
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v0.nrm = vec3(0.0f, signY, 0.0f);
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}
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else
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{
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const float c = cos(argument);
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const float xzFactor = -PI * s * c;
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const float yFactor = 2.0f * signY * radius * abs(s);
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v0.nrm = normalize(vec3(v0.pos.x * xzFactor, yFactor, v0.pos.z * xzFactor));
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}
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vertices.v[gl_GlobalInvocationID.x] = v0;
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} |