Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- #version 120
- varying vec4 color;
- varying vec4 texcoord;
- varying vec4 lmcoord;
- attribute vec4 mc_Entity;
- uniform float frameTimeCounter;
- void main() {
- texcoord = gl_TextureMatrix[0] * gl_MultiTexCoord0;
- //vec4 position = gl_ModelViewMatrix * gl_Vertex;
- vec4 tempver = gl_Vertex;
- tempver.x += sin(191*abs(gl_Vertex.z-8)*abs(gl_Vertex.y-8))/20;
- tempver.y += sin(191*abs(gl_Vertex.x-8)*abs(gl_Vertex.z-8))/20; //change the 20's lower for more power
- tempver.z += sin(191*abs(gl_Vertex.y-8)*abs(gl_Vertex.x-8))/20;
- vec4 position = gl_ModelViewMatrix * tempver;
- float distanceSquared = position.x * position.x + position.z * position.z;
- position.y += 5*sin(distanceSquared*sin(float(frameTimeCounter*20 + 36000)/143.0)/1000);
- float y = position.y;
- float x = position.x;
- float om = sin(distanceSquared*sin(float(frameTimeCounter*20 + 36000)/256.0)/5000) * sin(float(frameTimeCounter*20 + 36000)/200.0);
- position.y = x*sin(om)+y*cos(om);
- position.x = x*cos(om)-y*sin(om);
- gl_Position = gl_ProjectionMatrix * position; //Update position of matrix
- color = gl_Color;
- lmcoord = gl_TextureMatrix[1] * gl_MultiTexCoord1;
- gl_FogFragCoord = gl_Position.z;
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement