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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 | #version 150 |
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| 11 | |
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| 12 | uniform vec3 scale; |
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| 13 | uniform vec3 eyePosition; |
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| 14 | uniform vec2 waveSpeed; |
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| 15 | uniform float noiseSpeed; |
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| 16 | uniform float time_0_X; |
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| 17 | uniform mat4 worldViewProj; |
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| 18 | |
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| 19 | in vec4 vertex; |
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| 20 | in vec4 normal; |
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| 21 | |
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| 22 | out vec3 uvw; |
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| 23 | out vec4 oNormal; |
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| 24 | out vec3 vVec; |
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| 25 | |
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| 26 | void main(void) |
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| 27 | { |
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| 28 | gl_Position = worldViewProj * vertex; |
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| 29 | |
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| 30 | // the view vector needs to be in vertex space |
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| 31 | vVec = vertex.xyz - eyePosition; |
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| 32 | oNormal = normal; |
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| 33 | // uvw is the calculated uvw coordinates based on vertex position |
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| 34 | uvw = vertex.xyz * scale.xyz; |
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| 35 | uvw.xz += waveSpeed * time_0_X; |
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| 36 | uvw.y += uvw.z + noiseSpeed * time_0_X; |
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| 37 | } |
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