Saxum/data/shader/flame.gsh

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#version 150
uniform mat4 viewProjectionMatrix;
uniform float time;
layout(points) in;
layout(triangle_strip, max_vertices = 3) out;
void main() {
gl_Position = gl_in[0].gl_Position + viewProjectionMatrix * vec4(-0.5, 0.0, 0.0, 0.0);
EmitVertex();
gl_Position = gl_in[0].gl_Position + viewProjectionMatrix * vec4(0.5, 0.0, 0.0, 0.0);
EmitVertex();
gl_Position = gl_in[0].gl_Position + viewProjectionMatrix * vec4(0.0, 2.0 + sin(time), 0.0, 0.0);
EmitVertex();
EndPrimitive();
}