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fgdata/Shaders/water.vert

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GLSL
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2010-09-03 21:51:43 +00:00
varying vec4 waterTex0;
varying vec4 waterTex1;
varying vec4 waterTex2;
varying vec4 waterTex3;
varying vec4 waterTex4;
uniform vec4 viewpos, lightpos;
uniform float time, time2;
//unit 0 = water_reflection
//unit 1 = water_refraction
//unit 2 = water_normalmap
//unit 3 = water_dudvmap
//unit 4 = water_depthmap
void main(void)
{
2010-09-03 21:51:43 +00:00
vec4 mpos, temp;
vec4 tangent = vec4(1.0, 0.0, 0.0, 0.0);
vec4 norm = vec4(0.0, 1.0, 0.0, 0.0);
vec4 binormal = vec4(0.0, 0.0, 1.0, 0.0);
mat4 mvp = gl_ModelViewProjectionMatrix;
mat4 mtx = gl_TextureMatrix[0];
temp = viewpos - gl_Vertex;
waterTex4.x = dot(temp, tangent);
waterTex4.y = dot(temp, binormal);
waterTex4.z = dot(temp, norm);
waterTex4.w = 0.0;
temp = lightpos - gl_Vertex;
waterTex0.x = dot(temp, tangent);
waterTex0.y = dot(temp, binormal);
waterTex0.z = dot(temp, norm);
waterTex0.w = 0.0;
mpos = mvp * gl_Vertex;
vec4 t1 = vec4(0.0, -time, 0.0,0.0);
vec4 t2 = vec4(0.0, -time2, 0.0,0.0);
waterTex1 = gl_MultiTexCoord0 + t1;
waterTex2 = gl_MultiTexCoord0 + t2;
waterTex3 = mpos;
gl_Position = ftransform();
}