#version 310 es layout(location = 0) in vec3 VertexCoord; layout(location = 0) out vec3 vEC; layout(std140, set = 0, binding = 0) uniform UBO { float time; } constants; float iqhash(float n) { return fract(sin(n) * 43758.5453); } float noise(vec3 x) { vec3 p = floor(x); vec3 f = fract(x); f = f * f * (3.0 - 2.0 * f); float n = p.x + p.y * 57.0 + 113.0 * p.z; return mix(mix(mix(iqhash(n), iqhash(n + 1.0), f.x), mix(iqhash(n + 57.0), iqhash(n + 58.0), f.x), f.y), mix(mix(iqhash(n + 113.0), iqhash(n + 114.0), f.x), mix(iqhash(n + 170.0), iqhash(n + 171.0), f.x), f.y), f.z); } float xmb_noise2(vec3 x) { return cos(x.z * 4.0) * cos(x.z + constants.time / 10.0 + x.x); } void main() { vec3 v = vec3(VertexCoord.x, 0.0, VertexCoord.y); vec3 v2 = v; vec3 v3 = v; v.y = xmb_noise2(v2) / 8.0; v3.x -= constants.time / 5.0; v3.x /= 4.0; v3.z -= constants.time / 10.0; v3.y -= constants.time / 100.0; v.z -= noise(v3 * 7.0) / 15.0; v.y -= noise(v3 * 7.0) / 15.0 + cos(v.x * 2.0 - constants.time / 2.0) / 5.0 - 0.3; vEC = v; gl_Position = vec4(v, 1.0); }