📄 ocean.vert
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// 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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