ocean.vert

来自「采用GPU通用计算API实现快速傅立叶变换」· VERT 代码 · 共 25 行

VERT
25
字号
// GLSL vertex shader
varying vec3 eyeSpacePos;
varying vec3 worldSpaceNormal;
varying vec3 eyeSpaceNormal;
uniform float heightScale = 0.5;
uniform float chopiness = 1.0;
uniform vec2 size = vec2(256.0, 256.0);

void main()
{
    float h = gl_MultiTexCoord0.x;
    vec2 slope = gl_MultiTexCoord1.xy;

    // calculate surface normal from slope for shading
	vec3 normal = normalize(cross( vec3(0.0, slope.y*heightScale, 2.0 / size.x), vec3(2.0 / size.y, slope.x*heightScale, 0.0)));
    worldSpaceNormal = normal;

    // calculate position and transform to homogeneous clip space
    vec4 pos = vec4(gl_Vertex.x, h* heightScale, gl_Vertex.z, 1.0);
    gl_Position = gl_ModelViewProjectionMatrix * pos;
    
    eyeSpacePos = gl_ModelViewMatrix * pos;
    eyeSpaceNormal =  gl_NormalMatrix * normal;
}

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