#version 450 #extension GL_GOOGLE_include_directive : enable layout (set = 0, binding = 0) uniform #include "matrices.h" ; layout (set = 1, binding = 0) uniform sampler2D Input; layout (push_constant) uniform PushConstants { float time; }; layout (location = 0) in vec2 uv; layout (location = 0) out vec4 frag_color; const float S = 0.15625; const float F = 2.5; const float A = 0.01; const vec2 B = vec2 (1, 1); const float PI = 3.14159265; void main (void) { vec2 st; st = uv * (1.0 - 2.0*A) + A * (B + sin ((time * S + F * uv.yx) * 2.0*PI)); vec4 c = texture (Input, st); frag_color = c;//vec4(uv, c.x, 1); }