40 lines
No EOL
712 B
GLSL
40 lines
No EOL
712 B
GLSL
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#version 330 core
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uniform vec3 u_campos;
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uniform float u_time;
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in vec3 v_position;
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in vec3 v_normal;
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in vec2 v_texcoord;
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in vec4 v_projected_normal;
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flat in int v_id;
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layout (location=0) out vec4 v_output;
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uniform sampler2D u_texture;
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float get_fog_factor(float d)
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{
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const float FogMax = 10.0;
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const float FogMin = 0.0;
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if (d >= FogMax) return 1.0;
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if (d <= FogMin) return 0.0;
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return 1 - (FogMax - d) / (FogMax - FogMin);
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}
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void main()
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{
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//float time = sin((u_time + float(v_id % 1) * 4.0) / 32.0) * 0.4;
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float time = sin((u_time + (v_position.x - v_position.z) * 4.0) / 24.0) * 0.2;
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vec4 tex2 = texture(u_texture, v_texcoord);
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v_output = vec4(tex2.xyz + (float(time) / 1000.0), 0.5);
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} |