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65
rcbasic_runtime/shaders/Water_vs.glsl
Executable file
65
rcbasic_runtime/shaders/Water_vs.glsl
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/*
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* Copyright (c) 2013, elvman
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY elvman ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL elvman BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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//uniform mat4 View;
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uniform mat4 WorldViewProj; // World * View * Projection transformation
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uniform mat4 WorldReflectionViewProj; // World * Reflection View * Projection transformation
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uniform float WaveLength;
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uniform float Time;
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uniform float WindForce;
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uniform vec2 WindDirection;
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// Vertex shader output structure
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varying vec2 bumpMapTexCoord;
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varying vec3 refractionMapTexCoord;
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varying vec3 reflectionMapTexCoord;
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varying vec3 position3D;
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void main()
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{
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//color = gl_Color;
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// transform position to clip space
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vec4 pos = WorldViewProj * gl_Vertex;
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gl_Position = pos;
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// calculate vawe coords
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bumpMapTexCoord = gl_MultiTexCoord0.xy / WaveLength + Time * WindForce * WindDirection;
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// refraction texcoords
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refractionMapTexCoord.x = 0.5 * (pos.w + pos.x);
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refractionMapTexCoord.y = 0.5 * (pos.w + pos.y);
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refractionMapTexCoord.z = pos.w;
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// reflection texcoords
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pos = WorldReflectionViewProj * gl_Vertex;
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reflectionMapTexCoord.x = 0.5 * (pos.w + pos.x);
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reflectionMapTexCoord.y = 0.5 * (pos.w + pos.y);
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reflectionMapTexCoord.z = pos.w;
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// position of the vertex
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position3D = gl_Vertex.xyz;
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}
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