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author | Jose Antonio Marquez | 2012-06-19 10:25:16 -0700 |
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committer | Jose Antonio Marquez | 2012-06-19 10:25:16 -0700 |
commit | 4d2a5acd1631f0cf4e38f127c886f481668ddce0 (patch) | |
tree | 3bc8f2b21826c0ee6d37bc77753d45a882783cbf /assets/shaders/Flag.vert.glsl | |
parent | 616b31a644ee221edcbc19f821b2194e8edf9fad (diff) | |
parent | 483ad57efcd6475776f580c3af5b60e6deeaf781 (diff) | |
download | ninja-4d2a5acd1631f0cf4e38f127c886f481668ddce0.tar.gz |
Merge branch 'refs/heads/Ninja-Internal' into FileIO
Diffstat (limited to 'assets/shaders/Flag.vert.glsl')
-rw-r--r-- | assets/shaders/Flag.vert.glsl | 32 |
1 files changed, 24 insertions, 8 deletions
diff --git a/assets/shaders/Flag.vert.glsl b/assets/shaders/Flag.vert.glsl index 7dc932a7..1c842cb0 100644 --- a/assets/shaders/Flag.vert.glsl +++ b/assets/shaders/Flag.vert.glsl | |||
@@ -16,20 +16,36 @@ attribute vec2 texcoord; | |||
16 | 16 | ||
17 | // scalar uniforms | 17 | // scalar uniforms |
18 | uniform float u_time; | 18 | uniform float u_time; |
19 | uniform float u_speed; | ||
20 | uniform float u_waveWidth; | ||
21 | uniform float u_waveHeight; | ||
19 | 22 | ||
20 | // matrix uniforms | 23 | // matrix uniforms |
21 | uniform mat4 u_mvMatrix; | 24 | uniform mat4 u_mvMatrix; |
22 | uniform mat4 u_projMatrix; | 25 | uniform mat4 u_projMatrix; |
23 | uniform mat4 u_worldMatrix; | 26 | uniform mat4 u_worldMatrix; |
24 | 27 | ||
25 | void main() | 28 | // varying variables |
26 | { | 29 | varying vec2 v_uv; |
27 | float angle = (u_time%360)*2; | ||
28 | 30 | ||
29 | a_pos.z = sin( a_pos.x + angle); | ||
30 | a_pos.z += sin( a_pos.y/2 + angle); | ||
31 | a_pos.z *= a_pos.x * 0.09; | ||
32 | gl_Position = u_projMatrix * u_mvMatrix * vec4(a_pos,1.0) ; | ||
33 | 31 | ||
34 | gl_FragColor = v_color; | 32 | void main() |
33 | { | ||
34 | float time = u_time * u_speed; | ||
35 | const float pi = 3.14159; | ||
36 | float angle = time; | ||
37 | |||
38 | v_uv = texcoord; | ||
39 | |||
40 | float x = 2.0*pi*texcoord.x/u_waveWidth; | ||
41 | float y = 2.0*pi*texcoord.y; | ||
42 | |||
43 | vec3 v = a_pos; | ||
44 | v.z = sin( x + angle ); | ||
45 | v.z += sin( 0.2*y + angle); | ||
46 | v.z *= u_waveHeight; | ||
47 | v.z -= 2.0*u_waveHeight; | ||
48 | v.z *= x * 0.09; | ||
49 | |||
50 | gl_Position = u_projMatrix * u_mvMatrix * vec4(v,1.0) ; | ||
35 | } | 51 | } |