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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-04-15 00:08:20 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-04-15 00:08:20 +0100 |
commit | 48ec3a869029bad34773516df193519a4fe9103a (patch) | |
tree | 9539b9a849a2bf5dbb7c407b754d7fae2fcbcfd7 /gfx/gl/shaders/water.vs | |
parent | Merge branch 'assimp' (diff) | |
download | ilt-48ec3a869029bad34773516df193519a4fe9103a.tar.bz2 ilt-48ec3a869029bad34773516df193519a4fe9103a.tar.xz ilt-48ec3a869029bad34773516df193519a4fe9103a.zip |
Rename lots of shader files
Names and paths still not perfect, but better and the weird name missuse is gone
Diffstat (limited to 'gfx/gl/shaders/water.vs')
-rw-r--r-- | gfx/gl/shaders/water.vs | 20 |
1 files changed, 20 insertions, 0 deletions
diff --git a/gfx/gl/shaders/water.vs b/gfx/gl/shaders/water.vs new file mode 100644 index 0000000..a21b49f --- /dev/null +++ b/gfx/gl/shaders/water.vs @@ -0,0 +1,20 @@ +#version 330 core + +include(`meshIn.glsl') +include(`materialInterface.glsl') + +uniform mat4 viewProjection; +uniform vec3 waves; + +void +main() +{ + vec4 wpos = vec4(position.x + cos(waves.x), position.y + cos(waves.x * waves.y / 2), + cos(waves.x + position.x + (position.y / 8)) * .3, 1.0); + + FragPos = vec3(wpos.xy, position.z); + TexCoords = texCoord; + Normal = normal; + + gl_Position = viewProjection * wpos; +} |