Revision 692,
1001 bytes
checked in by mattausch, 19 years ago
(diff) |
adding ogre 1.2 and dependencies
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1 | // oceanGLSL.vert |
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2 | // vertex program for Ocean water simulation |
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3 | // 05 Aug 2005 |
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4 | // adapted for Ogre by nfz |
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5 | // converted from HLSL to GLSL |
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6 | // original shader source from Render Monkey 1.6 Reflections Refractions.rfx |
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7 | |
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8 | // 06 Aug 2005: moved uvw calculation from fragment program into vertex program |
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9 | |
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10 | uniform vec3 scale; |
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11 | uniform vec3 eyePosition; |
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12 | uniform vec2 waveSpeed; |
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13 | uniform float noiseSpeed; |
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14 | uniform float time_0_X; |
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15 | |
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16 | varying vec3 uvw; |
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17 | varying vec3 normal; |
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18 | varying vec3 vVec; |
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19 | |
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20 | void main(void) |
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21 | { |
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22 | gl_Position = ftransform(); |
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23 | |
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24 | // uvw is the calculated uvw coordinates based on vertex position |
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25 | // GLSL uses xy instead of xz for uv and z is depth so do some swizzling |
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26 | vec3 lookupPos = gl_Vertex.xzy * scale.xzy; |
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27 | lookupPos .x += waveSpeed.x * time_0_X; |
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28 | lookupPos .y += waveSpeed.y * time_0_X; |
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29 | lookupPos .z += lookupPos.y + noiseSpeed * time_0_X; |
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30 | uvw = lookupPos; |
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31 | |
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32 | // the view vector needs to be in vertex space |
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33 | vVec = gl_Vertex.xyz - eyePosition; |
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34 | normal = gl_Normal; |
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35 | } |
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