Files
RCBASIC4/rcbasic_runtime/shaders/Water_vs.glsl
2024-09-28 11:56:07 -04:00

65 lines
2.5 KiB
GLSL
Executable File

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