2024-02-24 09:18:31 -05:00

34 lines
615 B
GLSL

#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;
}