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main.shader
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main.shader
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// MIT License
//
// Copyright (C) 2018-2024, Tellusim Technologies Inc. https://tellusim.com/
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#version 430 core
#if VERTEX_SHADER
layout(location = 0) in vec2 in_position;
layout(location = 0) out vec2 s_texcoord;
/*
*/
void main() {
vec2 texcoord = in_position;
gl_Position = vec4(texcoord * 2.0f - 1.0f, 0.0f, 1.0f);
#if CLAY_VK
texcoord.y = 1.0f - texcoord.y;
#endif
s_texcoord = texcoord;
}
#elif FRAGMENT_SHADER
layout(row_major, binding = 0) uniform common_parameters {
mat4 transform;
vec4 color;
float time;
};
layout(location = 0) in vec2 s_texcoord;
layout(location = 0) out vec4 out_color;
/*
*/
void main() {
float k = time * 2.0f;
vec2 t = (transform * vec4(s_texcoord * 32.0f - 16.0f, 0.0f, 0.0f)).xy;
float v = sin(t.x + k) + sin(t.y + k) + sin(t.x + t.y + k) + sin(length(t) + k * 3.0f) + k * 2.0f;
out_color = color * vec4(cos(vec3(0.0f, 0.5f, 1.0f) * 3.14f + v) * 0.5f + 0.5f, 1.0f);
}
#endif