DashNix/recidia/shaders/bounce.vert

25 lines
No EOL
530 B
GLSL

#version 450
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec4 inColor;
layout(location = 0) out vec4 fragColor;
layout(push_constant) uniform PushConstants {
float time;
float power;
} constants;
// Reduced init size of vertex to allow for room to bounce
#define INIT_SIZE 0.75
// Separate power modifier
#define POWER 0.35
void main() {
vec3 pos = inPosition;
pos *= INIT_SIZE;
pos *= 1.0 + (constants.power * POWER);
gl_Position = vec4(pos, 1.0);
fragColor = inColor;
}