mirror of https://github.com/qt/qt3d.git
74 lines
2.5 KiB
GLSL
74 lines
2.5 KiB
GLSL
#define FP highp
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attribute FP vec3 vertexPosition;
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attribute FP vec3 vertexNormal;
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attribute FP vec2 vertexTexCoord;
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attribute FP vec4 vertexTangent;
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varying FP vec3 worldPosition;
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varying FP vec3 worldNormal;
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varying FP vec4 worldTangent;
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varying FP vec2 texCoord;
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varying FP vec2 movtexCoord;
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varying FP vec2 multexCoord;
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varying FP vec2 waveTexCoord;
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varying FP vec2 skyTexCoord;
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varying FP vec3 vpos;
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uniform FP mat4 modelMatrix;
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uniform FP mat3 modelNormalMatrix;
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uniform FP mat4 mvp;
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uniform FP float offsetx;
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uniform FP float offsety;
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uniform FP float vertYpos;
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uniform FP float texCoordScale;
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uniform FP float waveheight;
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uniform FP float waveRandom;
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void main()
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{
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// Scale texture coordinates for for fragment shader
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texCoord = vertexTexCoord * texCoordScale;
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movtexCoord = vertexTexCoord * texCoordScale;
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multexCoord = vertexTexCoord * (texCoordScale*0.5);
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waveTexCoord = vertexTexCoord * (texCoordScale * 6.0);
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skyTexCoord = vertexTexCoord * (texCoordScale * 0.2);
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// Add Animated x and y Offset to SKY, MOV and MUL texCoords
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movtexCoord = vec2(texCoord.x+offsetx,texCoord.y+offsety);
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multexCoord = vec2(texCoord.x-offsetx,texCoord.y+offsety);
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skyTexCoord = vec2(texCoord.x-(offsetx/2.0),texCoord.y-(offsety/2.0));
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// Transform position, normal, and tangent to world coords
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worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0));
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worldNormal = normalize(modelNormalMatrix * vertexNormal);
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worldTangent.xyz = normalize(vec3(modelMatrix * vec4(vertexTangent.xyz, 0.0)));
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worldTangent.w = vertexTangent.w;
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// Calculate animated vertex positions
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FP float sinPos = (vertexPosition.z)+(vertexPosition.x);
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FP float sinPos2 = (vertexPosition.y/2.0)+(vertexPosition.z);
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FP vec3 vertMod = vec3(vertexPosition.x,vertexPosition.y,vertexPosition.z);
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vertMod = vec3(vertMod.x+=sin(vertYpos*2.2-sinPos2)*waveheight,
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vertMod.y=sin(vertYpos*2.2+sinPos)*waveheight,
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vertMod.z-=sin(vertYpos*2.2-cos(sinPos2))*waveheight);
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FP vec3 vertModCom = vec3(vertMod.x+=cos(vertYpos*2.2-cos(sinPos2))*waveheight,
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vertMod.y=sin(vertYpos*2.2+cos(sinPos))*waveheight,
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vertMod.z-=cos(vertYpos*2.2-cos(sinPos))*waveheight);
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// Add wave animation only to vertices above world pos.y zero
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if(vertexPosition.y < 0.0){vertModCom = vertexPosition;}
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else{vertModCom = vertModCom;}
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vpos = vertModCom;
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// Calculate vertex position in clip coordinates
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gl_Position = mvp * vec4(vertModCom, 1.0);
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}
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