raylib-go/examples/shaders/vertex_displacement/glsl100/vertex_displacement.vs

48 lines
1.5 KiB
GLSL

#version 100
precision mediump float;
// Input vertex attributes
attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec3 vertexNormal;
attribute vec4 vertexColor;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
uniform mat4 matNormal;
uniform float time;
uniform sampler2D perlinNoiseMap;
// Output vertex attributes (to fragment shader)
varying vec3 fragPosition;
varying vec2 fragTexCoord;
varying vec3 fragNormal;
varying float height;
void main()
{
// Calculate animated texture coordinates based on time and vertex position
vec2 animatedTexCoord = sin(vertexTexCoord + vec2(sin(time + vertexPosition.x * 0.1), cos(time + vertexPosition.z * 0.1)) * 0.3);
// Normalize animated texture coordinates to range [0, 1]
animatedTexCoord = animatedTexCoord * 0.5 + 0.5;
// Fetch displacement from the perlin noise map
float displacement = texture2D(perlinNoiseMap, animatedTexCoord).r * 7.0; // Amplified displacement
// Displace vertex position
vec3 displacedPosition = vertexPosition + vec3(0.0, displacement, 0.0);
// Send vertex attributes to fragment shader
fragPosition = vec3(matModel * vec4(displacedPosition, 1.0));
fragTexCoord = vertexTexCoord;
fragNormal = normalize(vec3(matNormal * vec4(vertexNormal, 1.0)));
height = displacedPosition.y * 0.2; // Send height to fragment shader for coloring
// Calculate final vertex position
gl_Position = mvp * vec4(displacedPosition, 1.0);
}