attribute vec4 attr_Position; attribute vec3 attr_Normal; attribute vec4 attr_TexCoord0; //#if defined(USE_VERTEX_ANIMATION) attribute vec4 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(sin(value * 2.0 * M_PI)); } 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() { vec4 position = mix(attr_Position, attr_Position2, u_VertexLerp); vec3 normal = normalize(mix(attr_Normal, attr_Normal2, u_VertexLerp)); position.xyz = DeformPosition(position.xyz, normal, attr_TexCoord0.st); gl_Position = u_ModelViewProjectionMatrix * position; var_Position = (u_ModelMatrix * position).xyz; }