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gbuffers_terrain.vsh

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Dec 7th, 2011
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  1. #version 120
  2.  
  3. varying vec4 color;
  4. varying vec4 texcoord;
  5. varying vec4 lmcoord;
  6.  
  7. attribute vec4 mc_Entity;
  8.  
  9. uniform int worldTime;
  10.  
  11. void main() {
  12.  
  13.     texcoord = gl_TextureMatrix[0] * gl_MultiTexCoord0;
  14.    
  15.     vec4 position = gl_Vertex;
  16.  
  17.     if (mc_Entity.x == 31.0 && texcoord.t < 0.15) {
  18.         float magnitude = sin(worldTime * 3.14159265358979323846264 / 172.0) * 0.2;
  19.         position.x += sin(worldTime * 3.14159265358979323846264 / 86.0) * magnitude;
  20.         position.z += sin(worldTime * 3.14159265358979323846264 / 72.0) * magnitude;
  21.     }
  22.     if (mc_Entity.x == 59.0 && texcoord.t < 0.35) {
  23.         float magnitude = sin(worldTime * 3.14159265358979323846264 / 172.0) * 0.2;
  24.         position.x += sin(worldTime * 3.14159265358979323846264 / 82.0) * magnitude;
  25.         position.z += sin(worldTime * 3.14159265358979323846264 / 78.0) * magnitude;
  26.     }
  27.     if (mc_Entity.x == 18.0 && texcoord.t < 0.20) {
  28.         float magnitude = sin(worldTime * 3.14159265358979323846264 / 172.0) * 0.2;
  29.         position.x += sin(worldTime * 3.14159265358979323846264 / 86.0) * magnitude;
  30.         position.z += sin(worldTime * 3.14159265358979323846264 / 78.0) * magnitude;
  31.     }
  32.  
  33.  
  34.     gl_Position = gl_ProjectionMatrix * (gl_ModelViewMatrix * position);
  35.        
  36.     color = gl_Color;
  37.    
  38.     lmcoord = gl_TextureMatrix[1] * gl_MultiTexCoord1;
  39.    
  40.     gl_FogFragCoord = gl_Position.z;
  41. }
  42.  
  43.  
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