water.vert Example File

advancedcustommaterial/shaders/gl3/water.vert
#version 150 core

in vec3 vertexPosition;
in vec3 vertexNormal;
in vec2 vertexTexCoord;
in vec4 vertexTangent;

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

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

uniform float offsetx;
uniform float offsety;
uniform float vertYpos;
uniform float texCoordScale;
uniform float waveheight;
uniform 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);
    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),texCoord.y-(offsety/2));

    // 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

    float sinPos = (vertexPosition.z)+(vertexPosition.x);
    float sinPos2 = (vertexPosition.y/2)+(vertexPosition.z);
    vec3 vertMod = vec3(vertexPosition.x,vertexPosition.y,vertexPosition.z);

    vertMod = vec3(vertMod.x+=sin(vertYpos*2.2-sinPos2)*waveheight,
                   vertMod.y=sin(vertYpos*2.2+sinPos)*waveheight,
                   vertMod.z-=sin(vertYpos*2.2-cos(sinPos2))*waveheight);

    vec3 vertModCom = vec3(vertMod.x+=cos(vertYpos*2.2-cos(sinPos2))*waveheight,
                           vertMod.y=sin(vertYpos*2.2+cos(sinPos))*waveheight,
                           vertMod.z-=cos(vertYpos*2.2-cos(sinPos))*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);
}

© 2021 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.