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sh_v.glsl
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sh_v.glsl
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#version 430
layout(location = 0) in vec3 pos; // Model-space position
layout(location = 1) in vec3 norm; // Model-space normal
layout(location = 2) in vec2 cols;
layout(location = 4) uniform float amp1;
layout(location = 5) uniform float amp2;
layout(location = 6) uniform float amp3;
layout(location = 3)uniform float time;
smooth out vec3 fragNorm; // Model-space interpolated normal
smooth out vec2 UV;
uniform mat4 xform; // Model-to-clip space transform
vec3 dir =normalize(vec3(1.0,1.0,0.25));
float l = 0.9;
float pi = 3.142;
float w = sqrt(9.8*2*pi/l);
void main() {
// Transform vertex position
float Amp = amp1;
float Amp2 = amp2;
float Amp3 = amp3;
float Qa = 1/(w*Amp);
float Qb = 1/(w*Amp2);
float Qc = 1/(w*Amp3);
vec3 wave1;
vec3 wave2;
vec3 wave3;
vec3 wave;
vec3 wn1;
vec3 wn2;
vec3 wn3;
float phase = 0.5;
wave1.x = (Qa*Amp*dir.x*cos(dot(w*dir,pos)+phase*time));
wave1.y = -(Qa*Amp*dir.y*cos(dot(w*dir,pos)+phase*time));
wave1.z = Amp*sin(dot(w*dir,pos)+phase*time);
wave2.x = (Qb*Amp2*dir.x*cos(dot(w*dir,pos)+phase*time));
wave2.y = -(Qb*Amp2*dir.y*cos(dot(w*dir,pos)+phase*time));
wave2.z = Amp2*sin(dot(w*dir,pos)+phase*time);
wave3.x = (Qc*Amp3*dir.x*cos(dot(w*dir,pos)+phase*time));
wave3.y = -(Qc*Amp3*dir.y*cos(dot(w*dir,pos)+phase*time));
wave3.z = Amp3*sin(dot(w*dir,pos)+phase*time);
wave = wave1 + wave2 + wave3;
//wn1 = dir.x*w*Amp*cos(dot(w*dir.xy,pos.xz)+5*time);
gl_Position = xform * vec4(pos+wave, 10.0);
UV = cols;
// Interpolate normals
fragNorm = norm;
}