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Diffstat (limited to 'examples/qt3d/advancedcustommaterial/shaders/es2/water.vert')
-rw-r--r-- | examples/qt3d/advancedcustommaterial/shaders/es2/water.vert | 88 |
1 files changed, 88 insertions, 0 deletions
diff --git a/examples/qt3d/advancedcustommaterial/shaders/es2/water.vert b/examples/qt3d/advancedcustommaterial/shaders/es2/water.vert new file mode 100644 index 000000000..1a7d46a46 --- /dev/null +++ b/examples/qt3d/advancedcustommaterial/shaders/es2/water.vert @@ -0,0 +1,88 @@ +#define FP highp + +attribute FP vec3 vertexPosition; +attribute FP vec3 vertexNormal; +attribute FP vec2 vertexTexCoord; +attribute FP vec4 vertexTangent; + +varying FP vec3 worldPosition; +varying FP vec2 texCoord; +varying FP vec2 movtexCoord; +varying FP vec2 multexCoord; +varying FP vec2 waveTexCoord; +varying FP vec2 skyTexCoord; +varying FP mat3 tangentMatrix; +varying FP vec3 vpos; + +uniform FP mat4 modelMatrix; +uniform FP mat3 modelNormalMatrix; +uniform FP mat4 mvp; + +uniform FP float offsetx; +uniform FP float offsety; +uniform FP float vertYpos; +uniform FP float texCoordScale; +uniform FP float waveheight; +uniform FP float waveRandom; + + +void main() +{ + // Scale texture coordinates for for fragment shader + texCoord = vertexTexCoord * texCoordScale; + movtexCoord = vertexTexCoord * texCoordScale; + multexCoord = vertexTexCoord * (texCoordScale*0.5); + waveTexCoord = vertexTexCoord * (texCoordScale * 6.0); + skyTexCoord = vertexTexCoord * (texCoordScale * 0.2); + + // Add Animated x and y Offset to SKY, MOV and MUL texCoords + movtexCoord = vec2(texCoord.x+offsetx,texCoord.y+offsety); + multexCoord = vec2(texCoord.x-offsetx,texCoord.y+offsety); + skyTexCoord = vec2(texCoord.x-(offsetx/2.0),texCoord.y-(offsety/2.0)); + + // Transform position, normal, and tangent to world coords + worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0)); + FP vec3 normal = normalize(modelNormalMatrix * vertexNormal); + FP vec3 tangent = normalize(vec3(modelMatrix * vec4(vertexTangent.xyz, 0.0))); + + // Make the tangent truly orthogonal to the normal by using Gram-Schmidt. + // This allows to build the tangentMatrix below by simply transposing the + // tangent -> world space matrix (which would now be orthogonal) + tangent = normalize(tangent - dot(tangent, normal) * normal); + + // Calculate binormal vector. No "real" need to renormalize it, + // as built by crossing two normal vectors. + // To orient the binormal correctly, use the fourth coordinate of the tangent, + // which is +1 for a right hand system, and -1 for a left hand system. + FP vec3 binormal = cross(normal, tangent) * vertexTangent.w; + + // Construct matrix to transform from eye coords to tangent space + tangentMatrix = mat3( + tangent.x, binormal.x, normal.x, + tangent.y, binormal.y, normal.y, + tangent.z, binormal.z, normal.z); + + // Calculate animated vertex positions + + FP float sinPos = (vertexPosition.z)+(vertexPosition.x); + FP float sinPos2 = (vertexPosition.y/2.0)+(vertexPosition.z); + FP vec3 vertMod = vec3(vertexPosition.x,vertexPosition.y,vertexPosition.z); + + vertMod = vec3(vertMod.x+=sin(vertYpos*2.2-sinPos2)*waveheight, + vertMod.y=sin(vertYpos*2.2+sinPos)*waveheight, + vertMod.z-=sin(vertYpos*2.2-cos(sinPos2))*waveheight); + + FP vec3 vertModCom = vec3(vertMod.x+=cos(vertYpos*2.2-cos(sinPos2))*waveheight, + vertMod.y=sin(vertYpos*2.2+cos(sinPos))*waveheight, + vertMod.z-=cos(vertYpos*2.2-cos(sinPos))*waveheight); + + + // Add wave animation only to vertices above world pos.y zero + if(vertexPosition.y < 0.0){vertModCom = vertexPosition;} + else{vertModCom = vertModCom;} + + vpos = vertModCom; + + // Calculate vertex position in clip coordinates + gl_Position = mvp * vec4(vertModCom, 1.0); +} |