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diff --git a/examples/qt3d/advancedcustommaterial/shaders/es2/water.vert b/examples/qt3d/advancedcustommaterial/shaders/es2/water.vert
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+#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);
+}