#version 460 core layout (location = 0) in vec4 color; layout (location = 1) in vec2 texCoord; layout (location = 0) out vec4 FragColor; layout (set = 0, binding = 0) uniform Matrices { mat4 view; mat4 proj; float time; vec3 cam_pos; vec3 cam_dir; vec4 frustum[6]; vec2 viewport; float tess_factor; float tess_edge_size; }; layout (set = 0, binding = 1) uniform sampler2D tex; vec3 tex_map(vec2 coords) { return vec3( 1-abs(cos(normalize(texCoord.xxy))) // 0.0, // sin(texCoord.y) // sin(texCoord.x/texCoord.y) ); } void main() { FragColor.xyz = tex_map(texCoord); FragColor.w = 1.0; }