water.vert Example File

#define FP highp

attribute FP vec3 vertexPosition;
attribute FP vec3 vertexNormal;
attribute FP vec2 vertexTexCoord;
attribute FP vec4 vertexTangent;

varying FP vec3 worldPosition;
varying FP vec3 worldNormal;
varying FP vec4 worldTangent;
varying FP vec2 texCoord;
varying FP vec2 movtexCoord;
varying FP vec2 multexCoord;
varying FP vec2 waveTexCoord;
varying FP vec2 skyTexCoord;
varying FP vec3 vpos;

uniform FP mat4 modelMatrix;
uniform FP mat3 modelNormalMatrix;
uniform FP mat4 mvp;

uniform FP float offsetx;
uniform FP float offsety;
uniform FP float vertYpos;
uniform FP float texCoordScale;
uniform FP float waveheight;
uniform FP float waveRandom;

void main()
    // Scale texture coordinates for for fragment shader
    texCoord = vertexTexCoord * texCoordScale;
    movtexCoord = vertexTexCoord * texCoordScale;
    multexCoord = vertexTexCoord * (texCoordScale*0.5);
    waveTexCoord = vertexTexCoord * (texCoordScale * 6.0);
    skyTexCoord = vertexTexCoord * (texCoordScale * 0.2);

    // Add Animated x and y Offset to SKY, MOV and MUL texCoords
    movtexCoord = vec2(texCoord.x+offsetx,texCoord.y+offsety);
    multexCoord = vec2(texCoord.x-offsetx,texCoord.y+offsety);
    skyTexCoord = vec2(texCoord.x-(offsetx/2.0),texCoord.y-(offsety/2.0));

    // Transform position, normal, and tangent to world coords
    worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0));
    worldNormal = normalize(modelNormalMatrix * vertexNormal);
    worldTangent.xyz = normalize(vec3(modelMatrix * vec4(vertexTangent.xyz, 0.0)));
    worldTangent.w = vertexTangent.w;

    // Calculate animated vertex positions

    FP float sinPos = (vertexPosition.z)+(vertexPosition.x);
    FP float sinPos2 = (vertexPosition.y/2.0)+(vertexPosition.z);
    FP vec3 vertMod = vec3(vertexPosition.x,vertexPosition.y,vertexPosition.z);

    vertMod = vec3(vertMod.x+=sin(vertYpos*2.2-sinPos2)*waveheight,

    FP vec3 vertModCom = vec3(vertMod.x+=cos(vertYpos*2.2-cos(sinPos2))*waveheight,

    // Add wave animation only to vertices above world pos.y zero
    if(vertexPosition.y < 0.0){vertModCom = vertexPosition;}
    else{vertModCom = vertModCom;}

    vpos = vertModCom;

    // Calculate vertex position in clip coordinates
    gl_Position = mvp * vec4(vertModCom, 1.0);

© 2018 The Qt Company Ltd. Documentation contributions included herein are the copyrights of their respective owners. The documentation provided herein is licensed under the terms of the GNU Free Documentation License version 1.3 as published by the Free Software Foundation. Qt and respective logos are trademarks of The Qt Company Ltd. in Finland and/or other countries worldwide. All other trademarks are property of their respective owners.