27 lines
625 B
GLSL
27 lines
625 B
GLSL
#version 410 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aColor;
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layout (location = 2) in vec2 aTexCoord;
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out vec2 fragCoord;
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out vec2 texCoord;
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out vec4 color;
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 transform;
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uniform int index;
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uniform float time;
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void main()
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{
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float speed = 5f;
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float amplitude = 10f;
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vec3 newPos = aPos;
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newPos.y = newPos.y + (sin((time + index * 10f + newPos.x) * speed) * amplitude);
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gl_Position = projection * view * transform * vec4(newPos, 1.0);
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color = vec4(aColor, 1.0f);
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texCoord = aTexCoord;
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fragCoord = aPos.xy;
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} |