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authorDan Goodliffe <dan@randomdan.homeip.net>2023-04-15 00:08:20 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2023-04-15 00:08:20 +0100
commit48ec3a869029bad34773516df193519a4fe9103a (patch)
tree9539b9a849a2bf5dbb7c407b754d7fae2fcbcfd7 /gfx/gl/shaders/water.vs
parentMerge branch 'assimp' (diff)
downloadilt-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.vs20
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;
+}