Last change
on this file since 12412 was
12115,
checked in by wiesep, 6 years ago
|
Changed folder structure, deletet some unused files and cleaned up code
|
File size:
905 bytes
|
Line | |
---|
1 | // oceanGLSL.vert |
---|
2 | // vertex program for Ocean water simulation |
---|
3 | // 05 Aug 2005 |
---|
4 | // adapted for Ogre by nfz |
---|
5 | // converted from HLSL to GLSL |
---|
6 | // original shader source from Render Monkey 1.6 Reflections Refractions.rfx |
---|
7 | |
---|
8 | // 06 Aug 2005: moved uvw calculation from fragment program into vertex program |
---|
9 | |
---|
10 | uniform vec3 scale; |
---|
11 | uniform vec3 eyePosition; |
---|
12 | uniform vec2 waveSpeed; |
---|
13 | uniform float noiseSpeed; |
---|
14 | uniform float time_0_X; |
---|
15 | uniform mat4 worldViewProj; |
---|
16 | |
---|
17 | attribute vec4 vertex; |
---|
18 | attribute vec3 normal; |
---|
19 | |
---|
20 | varying vec3 uvw; |
---|
21 | varying vec3 oNormal; |
---|
22 | varying vec3 vVec; |
---|
23 | |
---|
24 | void main(void) |
---|
25 | { |
---|
26 | gl_Position = worldViewProj * vertex; |
---|
27 | |
---|
28 | // the view vector needs to be in vertex space |
---|
29 | vVec = vertex.xyz - eyePosition; |
---|
30 | oNormal = normal; |
---|
31 | // uvw is the calculated uvw coordinates based on vertex position |
---|
32 | uvw = vertex.xyz * scale.xyz; |
---|
33 | uvw.xz += waveSpeed * time_0_X; |
---|
34 | uvw.y += uvw.z + noiseSpeed * time_0_X; |
---|
35 | } |
---|
Note: See
TracBrowser
for help on using the repository browser.