varying vec4 waterTex1; varying vec4 waterTex2; varying vec4 waterTex4; varying vec4 ecPosition; uniform float osg_SimulationTime; varying vec3 viewerdir; varying vec3 lightdir; varying vec3 normal; void main(void) { vec3 N = normalize(gl_Normal); normal = N; ecPosition = gl_ModelViewMatrix * gl_Vertex; viewerdir = vec3(gl_ModelViewMatrixInverse[3]) - vec3(gl_Vertex); lightdir = normalize(vec3(gl_ModelViewMatrixInverse * gl_LightSource[0].position)); waterTex4 = vec4( ecPosition.xzy, 0.0 ); vec4 t1 = vec4(0.0, osg_SimulationTime*0.005217, 0.0,0.0); vec4 t2 = vec4(0.0, osg_SimulationTime*-0.0012, 0.0,0.0); waterTex1 = gl_MultiTexCoord0 + t1; waterTex2 = gl_MultiTexCoord0 + t2; gl_Position = ftransform(); }