A cross-platform UI framework for .NET
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#version 450
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aNormal;
layout(location = 0) out vec3 FragPos;
layout(location = 1) out vec3 VecPos;
layout(location = 2) out vec3 Normal;
layout(push_constant) uniform constants{
float maxY;
float minY;
float time;
float disco;
mat4 model;
};
layout(binding = 0) uniform UniformBufferObject {
mat4 projection;
} ubo;
void main()
{
float discoScale = sin(time * 10.0) / 10.0;
float distortionX = 1.0 + disco * cos(time * 20.0) / 10.0;
float scale = 1.0 + disco * discoScale;
vec3 scaledPos = aPos;
scaledPos.x = scaledPos.x * distortionX;
scaledPos *= scale;
gl_Position = ubo.projection * model * vec4(scaledPos, 1.0);
FragPos = vec3(model * vec4(aPos, 1.0));
VecPos = aPos;
Normal = normalize(vec3(model * vec4(aNormal, 1.0)));
}