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