diff options
Diffstat (limited to 'tests/manual/advancedcustommaterial/shaders/es2/water.vert')
-rw-r--r-- | tests/manual/advancedcustommaterial/shaders/es2/water.vert | 73 |
1 files changed, 73 insertions, 0 deletions
diff --git a/tests/manual/advancedcustommaterial/shaders/es2/water.vert b/tests/manual/advancedcustommaterial/shaders/es2/water.vert new file mode 100644 index 000000000..76dd3f8c0 --- /dev/null +++ b/tests/manual/advancedcustommaterial/shaders/es2/water.vert @@ -0,0 +1,73 @@ +#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 vec3 worldNormal; +varying FP vec4 worldTangent; +varying FP vec2 texCoord; +varying FP vec2 movtexCoord; +varying FP vec2 multexCoord; +varying FP vec2 waveTexCoord; +varying FP vec2 skyTexCoord; +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)); + worldNormal = normalize(modelNormalMatrix * vertexNormal); + worldTangent.xyz = normalize(vec3(modelMatrix * vec4(vertexTangent.xyz, 0.0))); + worldTangent.w = vertexTangent.w; + + // 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); +} |