water.vert Example File
advancedcustommaterial/shaders/gl3/water.vert#version 150 core in vec3 vertexPosition; in vec3 vertexNormal; in vec2 vertexTexCoord; in vec4 vertexTangent; out vec3 worldPosition; out vec3 worldNormal; out vec4 worldTangent; out vec2 texCoord; out vec2 movtexCoord; out vec2 multexCoord; out vec2 waveTexCoord; out vec2 skyTexCoord; out vec3 vpos; uniform mat4 modelMatrix; uniform mat3 modelNormalMatrix; uniform mat4 mvp; uniform float offsetx; uniform float offsety; uniform float vertYpos; uniform float texCoordScale; uniform float waveheight; uniform 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); 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); }
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