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Diffstat (limited to 'tests/manual/advancedcustommaterial/shaders/rhi/water.vert')
-rw-r--r-- | tests/manual/advancedcustommaterial/shaders/rhi/water.vert | 79 |
1 files changed, 79 insertions, 0 deletions
diff --git a/tests/manual/advancedcustommaterial/shaders/rhi/water.vert b/tests/manual/advancedcustommaterial/shaders/rhi/water.vert new file mode 100644 index 000000000..ffa08f6fe --- /dev/null +++ b/tests/manual/advancedcustommaterial/shaders/rhi/water.vert @@ -0,0 +1,79 @@ +#version 450 core + +// These includes will include the default Qt3D uniform buffers +#pragma include phong.inc.frag +#pragma include coordinatesystems.inc + +layout(location = 0) in vec3 vertexPosition; +layout(location = 1) in vec3 vertexNormal; +layout(location = 2) in vec2 vertexTexCoord; +layout(location = 3) in vec4 vertexTangent; + +layout(location = 0) out vec3 worldPosition; +layout(location = 1) out vec3 worldNormal; +layout(location = 2) out vec4 worldTangent; +layout(location = 3) out vec2 texCoord; +layout(location = 4) out vec2 movtexCoord; +layout(location = 5) out vec2 multexCoord; +layout(location = 6) out vec2 waveTexCoord; +layout(location = 7) out vec2 skyTexCoord; +layout(location = 8) out vec3 vpos; + +layout(std140, binding = auto) uniform wave_uniforms { + float offsetx; + float offsety; + float vertYpos; + float waveheight; + float waveRandom; + float specularity; + float waveStrenght; + float normalAmount; + vec3 specularColor; + float shininess; + vec4 ka; +}; + +void main() +{ + // Scale texture coordinates for for fragment shader + texCoord = vertexTexCoord * texCoordScale; + movtexCoord = vertexTexCoord * texCoordScale; + multexCoord = vertexTexCoord * (texCoordScale*0.5); + waveTexCoord = vertexTexCoord * (texCoordScale * 6); + 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),texCoord.y-(offsety/2)); + + // 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 + + float sinPos = (vertexPosition.z)+(vertexPosition.x); + float sinPos2 = (vertexPosition.y/2)+(vertexPosition.z); + 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); + + 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); +} |