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| author | Dan Goodliffe <dan@randomdan.homeip.net> | 2026-01-31 02:51:16 +0000 |
|---|---|---|
| committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2026-01-31 02:51:16 +0000 |
| commit | bc0958cc863083b4082161bf12456fdf28ab1c77 (patch) | |
| tree | f970782f232d86325f14a36b83125791f24335af /gfx/gl/shaders/water.vert | |
| parent | Initial commit using tesselation shader to create curves (diff) | |
| download | ilt-bc0958cc863083b4082161bf12456fdf28ab1c77.tar.bz2 ilt-bc0958cc863083b4082161bf12456fdf28ab1c77.tar.xz ilt-bc0958cc863083b4082161bf12456fdf28ab1c77.zip | |
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.vert | 21 |
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); +} |
