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fgdata/Shaders/water.vert
2010-09-30 01:46:52 +02:00

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940 B
GLSL

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));
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);
waterTex4.x = dot(ecPosition, tangent);
waterTex4.y = dot(ecPosition, binormal);
waterTex4.z = dot(ecPosition, norm);
waterTex4.w = 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();
}