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42_vox/Resources/Shaders/WaterVertex.nzsl

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[nzsl_version("1.0")]
[feature(float64)]
module;
import ViewerData from ScopEngine.ViewerData;
struct VertIn
{
[location(0)] pos: vec4[f32],
[location(1)] color: vec4[f32],
[location(2)] normal: vec4[f32],
[location(3)] uv: vec2[f32]
}
struct VertOut
{
[location(0)] color: vec4[f32],
[location(1)] uv: vec2[f32],
[location(2)] normal: vec4[f32],
[location(3)] time: f32,
[builtin(position)] pos: vec4[f32]
}
struct ModelData
{
matrix: mat4[f32],
normal: mat4[f32],
}
struct CustomData
{
time: f64,
}
external
{
[set(0), binding(0)] viewer_data: uniform[ViewerData],
[set(0), binding(1)] data: uniform[CustomData],
model: push_constant[ModelData]
}
[entry(vert)]
fn main(input: VertIn) -> VertOut
{
let position = model.matrix * vec4[f32](input.pos.xyz, 1.0);
if(input.pos.w == 0.0)
{
const speed: f32 = 0.003;
position.y -= 0.2;
position.y += (sin(position.x + f32(data.time) * speed) + sin(position.z + f32(data.time) * speed)) * 0.05;
}
let output: VertOut;
output.color = input.color;
output.uv = input.uv;
output.normal = input.normal;
output.time = f32(data.time);
output.pos = viewer_data.view_proj_matrix * position;
return output;
}