gutter_runner/assets/shaders/water_vs.glsl

46 lines
1.2 KiB
GLSL

#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
in vec4 vertexColor;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
uniform sampler2D texture0;
// Output vertex attributes (to fragment shader)
out vec2 fragTexCoord;
out vec4 fragColor;
// NOTE: Add your custom variables here
out vec3 worldPosition;
out vec3 worldNormal;
void main()
{
// Send vertex attributes to fragment shader
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
float l = textureOffset(texture0, vertexTexCoord, ivec2(-1, 0)).x;
float r = textureOffset(texture0, vertexTexCoord, ivec2(1, 0)).x;
float u = textureOffset(texture0, vertexTexCoord, ivec2(0, -1)).x;
float d = textureOffset(texture0, vertexTexCoord, ivec2(0, 1)).x;
vec3 lr = normalize(vec3(1, 0, r - l));
vec3 ud = normalize(vec3(0, 1, u - d));
vec3 normal = normalize(cross(lr, ud));
vec3 localPos = vertexPosition + vec3(0, texture2D(texture0, vertexTexCoord).x * 0.1, 0);
// Calculate final vertex position
gl_Position = mvp*vec4(localPos, 1.0);
worldPosition = (matModel * vec4(localPos, 1.0)).xyz;
worldNormal = mat3(matModel) * normal;
}