bluenoise-raytracer/ray_tracing_animation/shaders/anim.comp
2021-06-11 12:25:06 +02:00

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/*
* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
*
* 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.
*
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 460
#extension GL_ARB_separate_shader_objects : enable
#extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#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;
}