// Copyright 2006-2010 (C) - Frictional Games // // This file is part of HPL1 Engine // // For conditions of distribution and use, see copyright notice in LICENSE-shaders // /////////////////////////////////////////////////////// /// WATER FOG VERTEX PROGRAM //////////// /////////////////////////////////////////////////////// vec4 position = gl_Vertex; vec3 color = gl_Color.xyz; vec2 uv = gl_MultiTexCoord0.xy; out vec3 vColor; out vec2 vUv; uniform mat4 worldViewProj; uniform float timeCount; void main() { float amp = 0.04; float freq = 15.0; float speed = 3.0; gl_Position = (worldViewProj * position); gl_Position.y += sin(timeCount*speed + (position.x)*freq)*amp; gl_Position.y += sin(timeCount*speed + (position.z)*freq)*amp; vColor = clamp(color, vec3(0.0), vec3(1.0)); vUv = uv; }