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#version 330 core
include(`meshIn.glsl')
include(`materialInterface.glsl')
uniform mat4 viewProjection;
uniform ivec3 viewPoint;
uniform float waves;
void
main()
{
vec3 wpos = vec3(position.x + (cos(waves) * 1000.0), position.y + (cos(waves * 0 / 2) * 1000.0),
cos(waves + (position.x / 1000000.0) + (position.y / 8000.0)) * 300.0);
FragPos = vec3(wpos.xy, position.z);
TexCoords = texCoord;
Normal = normal;
gl_Position = viewProjection * vec4(wpos - viewPoint, 1.0);
}
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