mirror of
https://github.com/ioquake/ioq3.git
synced 2024-11-14 00:40:39 +00:00
90 lines
1.9 KiB
GLSL
90 lines
1.9 KiB
GLSL
attribute vec3 attr_Position;
|
|
attribute vec3 attr_Normal;
|
|
attribute vec4 attr_TexCoord0;
|
|
|
|
//#if defined(USE_VERTEX_ANIMATION)
|
|
attribute vec3 attr_Position2;
|
|
attribute vec3 attr_Normal2;
|
|
//#endif
|
|
|
|
//#if defined(USE_DEFORM_VERTEXES)
|
|
uniform int u_DeformGen;
|
|
uniform float u_DeformParams[5];
|
|
//#endif
|
|
|
|
uniform float u_Time;
|
|
uniform mat4 u_ModelViewProjectionMatrix;
|
|
|
|
uniform mat4 u_ModelMatrix;
|
|
|
|
//#if defined(USE_VERTEX_ANIMATION)
|
|
uniform float u_VertexLerp;
|
|
//#endif
|
|
|
|
varying vec3 var_Position;
|
|
|
|
vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st)
|
|
{
|
|
if (u_DeformGen == 0)
|
|
{
|
|
return pos;
|
|
}
|
|
|
|
float base = u_DeformParams[0];
|
|
float amplitude = u_DeformParams[1];
|
|
float phase = u_DeformParams[2];
|
|
float frequency = u_DeformParams[3];
|
|
float spread = u_DeformParams[4];
|
|
|
|
if (u_DeformGen == DGEN_BULGE)
|
|
{
|
|
phase *= st.x;
|
|
}
|
|
else // if (u_DeformGen <= DGEN_WAVE_INVERSE_SAWTOOTH)
|
|
{
|
|
phase += dot(pos.xyz, vec3(spread));
|
|
}
|
|
|
|
float value = phase + (u_Time * frequency);
|
|
float func;
|
|
|
|
if (u_DeformGen == DGEN_WAVE_SIN)
|
|
{
|
|
func = sin(value * 2.0 * M_PI);
|
|
}
|
|
else if (u_DeformGen == DGEN_WAVE_SQUARE)
|
|
{
|
|
func = sign(0.5 - fract(value));
|
|
}
|
|
else if (u_DeformGen == DGEN_WAVE_TRIANGLE)
|
|
{
|
|
func = abs(fract(value + 0.75) - 0.5) * 4.0 - 1.0;
|
|
}
|
|
else if (u_DeformGen == DGEN_WAVE_SAWTOOTH)
|
|
{
|
|
func = fract(value);
|
|
}
|
|
else if (u_DeformGen == DGEN_WAVE_INVERSE_SAWTOOTH)
|
|
{
|
|
func = (1.0 - fract(value));
|
|
}
|
|
else // if (u_DeformGen == DGEN_BULGE)
|
|
{
|
|
func = sin(value);
|
|
}
|
|
|
|
return pos + normal * (base + func * amplitude);
|
|
}
|
|
|
|
void main()
|
|
{
|
|
vec3 position = mix(attr_Position, attr_Position2, u_VertexLerp);
|
|
vec3 normal = mix(attr_Normal, attr_Normal2, u_VertexLerp);
|
|
normal = normalize(normal - vec3(0.5));
|
|
|
|
position = DeformPosition(position, normal, attr_TexCoord0.st);
|
|
|
|
gl_Position = u_ModelViewProjectionMatrix * vec4(position, 1.0);
|
|
|
|
var_Position = (u_ModelMatrix * vec4(position, 1.0)).xyz;
|
|
}
|