44 lines
913 B
GLSL
44 lines
913 B
GLSL
#version 450 core
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layout (triangles) in;
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layout (triangle_strip) out;
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layout (max_vertices = 3) out;
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layout (location = 0) in vec3 norm[];
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layout (location = 1) in vec2 texCoord[];
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layout (location = 0) out vec3 _norm;
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layout (location = 1) out vec2 _texCoord;
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layout (set = 0, binding = 0) uniform Matrices {
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mat4 mvp;
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float time;
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};
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vec4 explode(vec4 pos, vec3 n) {
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float mag = 2.0;
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vec3 dir = n * (time-3.0)/10.0 * mag;
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return pos + vec4(dir, 0.0);
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}
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void main(void) {
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if (time < 3.0) {
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for(int i = 0; i < gl_in.length(); i++) {
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gl_Position = mvp * gl_in[i].gl_Position;
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_norm = norm[i];
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_texCoord = texCoord[i];
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EmitVertex();
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}
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EndPrimitive();
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return;
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}
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vec3 n = norm[0] + norm[1] + norm[2];
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n/=3;
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for(int i = 0; i < gl_in.length(); i++) {
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gl_Position = mvp * explode(gl_in[i].gl_Position, n);
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_texCoord = texCoord[i];
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_norm = n;
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EmitVertex();
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}
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EndPrimitive();
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} |