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44 lines
1.3 KiB
GLSL
44 lines
1.3 KiB
GLSL
#version 120
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attribute vec3 vertexPosition;
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attribute vec2 vertexTexCoord;
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attribute vec3 vertexNormal;
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attribute vec4 vertexColor;
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uniform mat4 mvp;
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uniform mat4 matModel;
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uniform mat4 matNormal;
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uniform float time;
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uniform sampler2D perlinNoiseMap;
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varying vec3 fragPosition;
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varying vec2 fragTexCoord;
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varying vec3 fragNormal;
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varying float height;
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void main()
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{
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// Calculate animated texture coordinates based on time and vertex position
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vec2 animatedTexCoord = sin(vertexTexCoord + vec2(sin(time + vertexPosition.x*0.1), cos(time + vertexPosition.z*0.1))*0.3);
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// Normalize animated texture coordinates to range [0, 1]
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animatedTexCoord = animatedTexCoord*0.5 + 0.5;
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// Fetch displacement from the perlin noise map
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float displacement = texture2D(perlinNoiseMap, animatedTexCoord).r*7.0; // Amplified displacement
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// Displace vertex position
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vec3 displacedPosition = vertexPosition + vec3(0.0, displacement, 0.0);
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// Send vertex attributes to fragment shader
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fragPosition = vec3(matModel*vec4(displacedPosition, 1.0));
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fragTexCoord = vertexTexCoord;
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fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
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height = displacedPosition.y*0.2; // send height to fragment shader for coloring
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// Calculate final vertex position
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gl_Position = mvp*vec4(displacedPosition, 1.0);
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}
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