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20 lines
512 B
GLSL
20 lines
512 B
GLSL
uniform float amplitude;
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attribute float displacement;
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varying vec3 vNormal;
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void main() {
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vNormal = normal;
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// multiply our displacement by the
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// amplitude. The amp will get animated
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// so we'll have animated displacement
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vec3 newPosition = position +
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normal *
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vec3(displacement *
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amplitude);
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gl_Position = projectionMatrix *
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modelViewMatrix *
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vec4(newPosition,1.0);
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} |