37 lines
No EOL
940 B
GLSL
37 lines
No EOL
940 B
GLSL
varying vec4 waterTex1;
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varying vec4 waterTex2;
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varying vec4 waterTex4;
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varying vec4 ecPosition;
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uniform float osg_SimulationTime;
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varying vec3 viewerdir;
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varying vec3 lightdir;
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varying vec3 normal;
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void main(void)
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{
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vec3 N = normalize(gl_Normal);
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normal = N;
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ecPosition = gl_ModelViewMatrix * gl_Vertex;
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viewerdir = vec3(gl_ModelViewMatrixInverse[3]) - vec3(gl_Vertex);
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lightdir = normalize(vec3(gl_ModelViewMatrixInverse * gl_LightSource[0].position));
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vec4 tangent = vec4(1.0, 0.0, 0.0, 0.0);
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vec4 norm = vec4(0.0, 1.0, 0.0, 0.0);
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vec4 binormal = vec4(0.0, 0.0, 1.0, 0.0);
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waterTex4.x = dot(ecPosition, tangent);
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waterTex4.y = dot(ecPosition, binormal);
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waterTex4.z = dot(ecPosition, norm);
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waterTex4.w = 0.0;
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vec4 t1 = vec4(0.0, osg_SimulationTime*0.005217, 0.0,0.0);
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vec4 t2 = vec4(0.0, osg_SimulationTime*-0.0012, 0.0,0.0);
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waterTex1 = gl_MultiTexCoord0 + t1;
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waterTex2 = gl_MultiTexCoord0 + t2;
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gl_Position = ftransform();
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} |