// 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; vec4 color = gl_Color; vec2 uv = gl_MultiTexCoord0.xy; out vec4 vColor; out vec2 vUv; out float vFogUv; uniform mat4 worldViewProj; uniform float fogStart; uniform float fogEnd; 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; vUv = uv; vFogUv = (fogEnd - gl_Position.z)/(fogEnd - fogStart); vColor = clamp(color, vec4(0.0), vec4(1.0)); }