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PhoenixMee

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Apr 11th, 2019
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  1. #version 330
  2.  
  3. // Uniforms
  4. uniform mat4 matrixProjection;
  5. uniform mat4 matrixModelView;
  6. uniform float t;
  7.  
  8. layout (location = 0) in vec3 aVertex;
  9. layout (location = 2) in vec3 aNormal;
  10. layout (location = 3) in vec2 aTexCoord;
  11.  
  12. out vec4 color;
  13. out vec4 position;
  14. out vec3 normal;
  15. out vec2 texCoord0;
  16. out float reflFactor;
  17. mat4 reflectedViewMatrix;
  18.  
  19. // wave function
  20. float wave(float A, float x, float y, float t)
  21. {
  22. t *= 2;
  23. return A * (
  24. sin(2.0 * (x * 0.2 + y * 0.7) + t * 1.0) +
  25. sin(2.0 * (x * 0.2 + y * 0.7) + t * 0.8) +
  26. pow(sin(2.0* (x * 0.6 + y * 0.5) + t * 1.2), 2) +
  27. pow(sin(2.0* (x * 0.8 + y * 0.2) + t * 1.1), 2)
  28. );
  29. }
  30.  
  31. void main(void)
  32. {
  33. // calculate waves
  34. float a = 0.05;
  35. float y = wave(a, aVertex.x, aVertex.z, t);
  36.  
  37. float d = 0.05;
  38. float dx = (wave(a, aVertex.x + d, aVertex.z, t) - wave(a, aVertex.x - d, aVertex.z, t)) / 2 / d;
  39. float dz = (wave(a, aVertex.x, aVertex.z + d, t) - wave(a, aVertex.x, aVertex.z - d, t)) / 2 / d;
  40.  
  41. vec3 newVertex = vec3(aVertex.x, y, aVertex.z);
  42. vec3 newNormal = normalize(vec3(-dx, 1, -dz));
  43.  
  44. // calculate positions
  45. position = matrixModelView * vec4(newVertex, 1.0);
  46. gl_Position = matrixProjection * position;
  47.  
  48. // calculate normal
  49. normal = normalize(mat3(matrixModelView) * newNormal);
  50.  
  51. // calculate texture coordinate
  52. texCoord0 = aTexCoord;
  53.  
  54. // calculate reflection coefficient
  55. float cosTheta = dot(normal, normalize(-position.xyz));
  56. float R0 = 0.02;
  57. reflFactor = R0 + (1 - R0) * pow (1.0 - cosTheta, 5);
  58.  
  59. // no light calculation for water
  60. color = vec4(1, 1, 1, 1);
  61. }
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