[examples] Add new example: shaders_vertex_displacement
(#4186)
* shaders-vertex_displacement init * implement simulation of wave in ocean * update examples/README & add some comments * update comments * add gl100 shaders
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9 changed files with 261 additions and 11 deletions
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#version 100
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precision mediump float;
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// Input vertex attributes (from fragment shader)
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varying vec2 fragTexCoord;
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varying float height;
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void main()
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{
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vec4 darkblue = vec4(0.0, 0.13, 0.18, 1.0);
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vec4 lightblue = vec4(1.0, 1.0, 1.0, 1.0);
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// Interpolate between two colors based on height
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vec4 finalColor = mix(darkblue, lightblue, height);
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gl_FragColor = finalColor;
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}
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#version 100
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precision mediump float;
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attribute vec3 vertexPosition;
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attribute vec2 vertexTexCoord;
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attribute vec3 vertexNormal;
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attribute vec4 vertexColor;
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uniform mat4 mvp;
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uniform mat4 matModel;
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uniform mat4 matNormal;
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uniform float time;
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uniform sampler2D perlinNoiseMap;
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varying vec3 fragPosition;
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varying vec2 fragTexCoord;
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varying vec3 fragNormal;
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varying float height;
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void main()
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{
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// Calculate animated texture coordinates based on time and vertex position
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vec2 animatedTexCoord = sin(vertexTexCoord + vec2(sin(time + vertexPosition.x * 0.1), cos(time + vertexPosition.z * 0.1)) * 0.3);
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// Normalize animated texture coordinates to range [0, 1]
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animatedTexCoord = animatedTexCoord * 0.5 + 0.5;
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// Fetch displacement from the perlin noise map
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float displacement = texture2D(perlinNoiseMap, animatedTexCoord).r * 7.0; // Amplified displacement
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// Displace vertex position
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vec3 displacedPosition = vertexPosition + vec3(0.0, displacement, 0.0);
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// Send vertex attributes to fragment shader
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fragPosition = vec3(matModel * vec4(displacedPosition, 1.0));
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fragTexCoord = vertexTexCoord;
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fragNormal = normalize(vec3(matNormal * vec4(vertexNormal, 1.0)));
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height = displacedPosition.y * 0.2; // send height to fragment shader for coloring
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// Calculate final vertex position
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gl_Position = mvp * vec4(displacedPosition, 1.0);
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}
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#version 330
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// Input fragment attributes (from fragment shader)
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in vec2 fragTexCoord;
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in float height;
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// Output fragment color
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out vec4 finalColor;
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void main()
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{
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vec4 darkblue = vec4(0.0, 0.13, 0.18, 1.0);
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vec4 lightblue = vec4(1.0, 1.0, 1.0, 1.0);
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// interplate between two colors based on height
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finalColor = mix(darkblue, lightblue, height);
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}
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#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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in vec4 vertexColor;
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// Input uniform values
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uniform mat4 mvp;
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uniform mat4 matModel;
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uniform mat4 matNormal;
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uniform float time;
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uniform sampler2D perlinNoiseMap;
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// Output vertex attributes (to fragment shader)
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out vec3 fragPosition;
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out vec2 fragTexCoord;
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out vec3 fragNormal;
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out float height;
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void main()
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{
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// Calculate animated texture coordinates based on time and vertex position
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vec2 animatedTexCoord = sin(vertexTexCoord + vec2(sin(time + vertexPosition.x * 0.1), cos(time + vertexPosition.z * 0.1)) * 0.3);
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// Normalize animated texture coordinates to range [0, 1]
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animatedTexCoord = animatedTexCoord * 0.5 + 0.5;
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// Fetch displacement from the perlin noise map
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float displacement = texture(perlinNoiseMap, animatedTexCoord).r * 7; // Amplified displacement
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// Displace vertex position
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vec3 displacedPosition = vertexPosition + vec3(0.0, displacement, 0.0);
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// Send vertex attributes to fragment shader
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fragPosition = vec3(matModel*vec4(displacedPosition, 1.0));
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fragTexCoord = vertexTexCoord;
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fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
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height = displacedPosition.y * 0.2; // send height to fragment shader for coloring
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// Calculate final vertex position
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gl_Position = mvp*vec4(displacedPosition , 1.0);
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}
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