25 lines
No EOL
530 B
GLSL
25 lines
No EOL
530 B
GLSL
#version 450
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec4 inColor;
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layout(location = 0) out vec4 fragColor;
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layout(push_constant) uniform PushConstants {
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float time;
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float power;
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} constants;
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// Reduced init size of vertex to allow for room to bounce
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#define INIT_SIZE 0.75
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// Separate power modifier
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#define POWER 0.35
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void main() {
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vec3 pos = inPosition;
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pos *= INIT_SIZE;
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pos *= 1.0 + (constants.power * POWER);
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gl_Position = vec4(pos, 1.0);
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fragColor = inColor;
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} |