// MIT License // // Copyright (C) 2018-2023, Tellusim Technologies Inc. https://tellusim.com/ // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. #version 420 core /* */ #if VERTEX_SHADER layout(location = 0) in vec4 in_position; layout(location = 1) in vec3 in_color; layout(row_major, binding = 0) uniform CommonParameters { mat4 projection; mat4 modelview; mat4 transform; }; layout(location = 0) out vec4 s_color; /* */ void main() { vec4 position; position.x = sin(in_position.x) * in_position.y; position.y = cos(in_position.x) * in_position.z; position.z = 0.0f; position.w = 1.0f; gl_Position = projection * (modelview * (transform * position)); s_color.x = abs(sin(in_color.x * in_color.y)) * in_color.z; s_color.y = abs(cos(in_color.x * in_color.y)) * in_color.z; s_color.z = 1.0f - in_color.z; s_color.w = 1.0f; } #elif FRAGMENT_SHADER layout(location = 0) in vec4 s_color; layout(location = 0) out vec4 out_color; /* */ void main() { out_color = s_color; } #endif