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@@ -31,26 +31,40 @@ float smoothTriangleWave( float x ) { |
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void main(void) |
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{ |
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gl_TexCoord[0] = gl_MultiTexCoord0; |
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#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER |
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vec4 pos = gl_Vertex; |
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pos.y -= 2.0; |
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pos.y -= sin (pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT |
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+ sin ((pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT; |
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float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH); |
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pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT; |
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gl_Position = mWorldViewProj * pos; |
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#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES |
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vec4 pos = gl_Vertex; |
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vec4 pos2 = mWorld * gl_Vertex; |
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pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4; |
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pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2; |
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pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4; |
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/* |
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* Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition) |
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* replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication) |
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* And bufferize calcul to a float |
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*/ |
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float pos2XpZ = pos2.x + pos2.z; |
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pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * 0.01) * 2.0 - 1.0) * 0.4; |
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pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.2; |
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pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.4; |
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gl_Position = mWorldViewProj * pos; |
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#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS |
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vec4 pos = gl_Vertex; |
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vec4 pos2 = mWorld * gl_Vertex; |
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if (gl_TexCoord[0].y < 0.05) { |
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pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8; |
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pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4; |
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/* |
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* Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition) |
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* replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication) |
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* And bufferize calcul to a float |
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*/ |
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float pos2XpZ = pos2.x + pos2.z; |
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pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2XpZ * 0.1) * 2.0 - 1.0) * 0.8; |
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pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2XpZ * -0.5) * 2.0 - 1.0) * 0.4; |
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} |
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gl_Position = mWorldViewProj * pos; |
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#else |
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@@ -88,9 +102,9 @@ void main(void) |
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tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0)); |
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); |
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} |
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mat3 tbnMatrix = mat3( tangent.x, binormal.x, normal.x, |
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tangent.y, binormal.y, normal.y, |
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tangent.z, binormal.z, normal.z); |
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mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x, |
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tangent.y, binormal.y, normal.y, |
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tangent.z, binormal.z, normal.z); |
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lightVec = sunPosition - worldPosition; |
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tsLightVec = lightVec * tbnMatrix; |
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