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-rw-r--r--assets/shaders/Flag.vert.glsl12
1 files changed, 8 insertions, 4 deletions
diff --git a/assets/shaders/Flag.vert.glsl b/assets/shaders/Flag.vert.glsl
index a5e8b2f7..1c842cb0 100644
--- a/assets/shaders/Flag.vert.glsl
+++ b/assets/shaders/Flag.vert.glsl
@@ -16,6 +16,7 @@ attribute vec2 texcoord;
16 16
17// scalar uniforms 17// scalar uniforms
18uniform float u_time; 18uniform float u_time;
19uniform float u_speed;
19uniform float u_waveWidth; 20uniform float u_waveWidth;
20uniform float u_waveHeight; 21uniform float u_waveHeight;
21 22
@@ -30,8 +31,9 @@ varying vec2 v_uv;
30 31
31void main() 32void main()
32{ 33{
33 float pi = 3.14159; 34 float time = u_time * u_speed;
34 float angle = u_time; 35 const float pi = 3.14159;
36 float angle = time;
35 37
36 v_uv = texcoord; 38 v_uv = texcoord;
37 39
@@ -39,9 +41,11 @@ void main()
39 float y = 2.0*pi*texcoord.y; 41 float y = 2.0*pi*texcoord.y;
40 42
41 vec3 v = a_pos; 43 vec3 v = a_pos;
42 v.z = sin( x + angle ) - 2.0*u_waveHeight; 44 v.z = sin( x + angle );
43 v.z += sin( 0.2*y + angle); 45 v.z += sin( 0.2*y + angle);
44 v.z *= x * 0.09 * u_waveHeight; 46 v.z *= u_waveHeight;
47 v.z -= 2.0*u_waveHeight;
48 v.z *= x * 0.09;
45 49
46 gl_Position = u_projMatrix * u_mvMatrix * vec4(v,1.0) ; 50 gl_Position = u_projMatrix * u_mvMatrix * vec4(v,1.0) ;
47} 51}