47 lines
1.1 KiB
GLSL
47 lines
1.1 KiB
GLSL
#version 330 core
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layout(location = 0) in vec3 Position;
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layout ( location =1) in vec3 Normal;
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layout ( location =2) in vec2 TexCoord;
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uniform float time;
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uniform mat4 MVP;
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uniform vec3 lightPos;
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uniform vec3 eyePosition;
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out vec3 interpolatedNormal;
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out vec2 st;
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out vec3 pos;
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float delta = 0.1;
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vec4 getOffset(vec3 P) {
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vec4 offset;
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vec3 grad;
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offset = vec4(0.0, sin(P.z - 2.0*time)/20.0 + cos(P.x + time)/25.0, 0.0, 0.0);
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return offset;
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}
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void main () {
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vec4 offset;
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float delta = 0.09;
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vec4 offX = getOffset(Position + vec3(delta, 0.0, 0.0));
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vec4 offZ = getOffset(Position + vec3(0.0, 0.0, delta));
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offset = getOffset(Position);
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vec3 dx = normalize(vec3(vec3(delta, 0.0, 0.0) + vec3(offX)) - vec3(offset));
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vec3 dz = normalize(vec3(vec3(0.0, 0.0, delta) + vec3(offZ)) + vec3(offset));
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vec3 normal = normalize(cross(dx, dz)*vec3(1.0, 1.0, 1.0));
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if( normal.y < 0 )
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normal = vec3(normal.x, -normal.y, normal.z);
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interpolatedNormal = normal;
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st = TexCoord;
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pos = Position+vec3(offset);
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gl_Position = MVP * (vec4 (Position, 1.0)+ offset);
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} |