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authorDan Goodliffe <dan@randomdan.homeip.net>2026-01-31 02:51:16 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2026-01-31 02:51:16 +0000
commitbc0958cc863083b4082161bf12456fdf28ab1c77 (patch)
treef970782f232d86325f14a36b83125791f24335af /gfx/gl/shaders/water.vert
parentInitial commit using tesselation shader to create curves (diff)
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Rename shader source in keeping with glsl expectations
Swaps name/type of generated files to match class names and source files.
Diffstat (limited to 'gfx/gl/shaders/water.vert')
-rw-r--r--gfx/gl/shaders/water.vert21
1 files changed, 21 insertions, 0 deletions
diff --git a/gfx/gl/shaders/water.vert b/gfx/gl/shaders/water.vert
new file mode 100644
index 0000000..60e4fb8
--- /dev/null
+++ b/gfx/gl/shaders/water.vert
@@ -0,0 +1,21 @@
+#version 460 core
+
+layout(location = 0) in ivec3 position;
+out vec3 FragPos;
+out vec2 TexCoords;
+
+uniform mat4 viewProjection;
+uniform ivec3 viewPoint;
+uniform float waves;
+
+void
+main()
+{
+ vec3 wpos = vec3(position.x + (cos(waves) * 1000.0), position.y + (cos(waves * 1.4) * 1000.0),
+ cos(waves + (position.x / 1000000) + (position.y / 8000)) * 300.0);
+
+ FragPos = vec3(wpos.xy, position.z);
+ TexCoords = (position.xy / 8192) - (viewPoint.xy / 8192);
+
+ gl_Position = viewProjection * vec4(wpos - viewPoint, 1.0);
+}