water.vert Example File

advancedcustommaterial/shaders/es2/water.vert

  #define FP highp

  attribute FP vec3 vertexPosition;
  attribute FP vec3 vertexNormal;
  attribute FP vec2 vertexTexCoord;
  attribute FP vec4 vertexTangent;

  varying FP vec3 worldPosition;
  varying FP vec2 texCoord;
  varying FP vec2 movtexCoord;
  varying FP vec2 multexCoord;
  varying FP vec2 waveTexCoord;
  varying FP vec2 skyTexCoord;
  varying FP mat3 tangentMatrix;
  varying FP vec3 vpos;

  uniform FP mat4 modelMatrix;
  uniform FP mat3 modelNormalMatrix;
  uniform FP mat4 mvp;

  uniform FP float offsetx;
  uniform FP float offsety;
  uniform FP float vertYpos;
  uniform FP float texCoordScale;
  uniform FP float waveheight;
  uniform FP float waveRandom;

  void main()
  {
      // Scale texture coordinates for for fragment shader
      texCoord = vertexTexCoord * texCoordScale;
      movtexCoord = vertexTexCoord * texCoordScale;
      multexCoord = vertexTexCoord * (texCoordScale*0.5);
      waveTexCoord = vertexTexCoord * (texCoordScale * 6.0);
      skyTexCoord = vertexTexCoord * (texCoordScale * 0.2);

      // Add Animated x and y Offset to SKY, MOV and MUL texCoords
      movtexCoord = vec2(texCoord.x+offsetx,texCoord.y+offsety);
      multexCoord = vec2(texCoord.x-offsetx,texCoord.y+offsety);
      skyTexCoord = vec2(texCoord.x-(offsetx/2.0),texCoord.y-(offsety/2.0));

      // Transform position, normal, and tangent to world coords
      worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0));
      FP vec3 normal = normalize(modelNormalMatrix * vertexNormal);
      FP vec3 tangent = normalize(vec3(modelMatrix * vec4(vertexTangent.xyz, 0.0)));

      // Make the tangent truly orthogonal to the normal by using Gram-Schmidt.
      // This allows to build the tangentMatrix below by simply transposing the
      // tangent -> world space matrix (which would now be orthogonal)
      tangent = normalize(tangent - dot(tangent, normal) * normal);

      // Calculate binormal vector. No "real" need to renormalize it,
      // as built by crossing two normal vectors.
      // To orient the binormal correctly, use the fourth coordinate of the tangent,
      // which is +1 for a right hand system, and -1 for a left hand system.
      FP vec3 binormal = cross(normal, tangent) * vertexTangent.w;

      // Construct matrix to transform from eye coords to tangent space
      tangentMatrix = mat3(
          tangent.x, binormal.x, normal.x,
          tangent.y, binormal.y, normal.y,
          tangent.z, binormal.z, normal.z);

      // Calculate animated vertex positions

      FP float sinPos = (vertexPosition.z)+(vertexPosition.x);
      FP float sinPos2 = (vertexPosition.y/2.0)+(vertexPosition.z);
      FP vec3 vertMod = vec3(vertexPosition.x,vertexPosition.y,vertexPosition.z);

      vertMod = vec3(vertMod.x+=sin(vertYpos*2.2-sinPos2)*waveheight,
                     vertMod.y=sin(vertYpos*2.2+sinPos)*waveheight,
                     vertMod.z-=sin(vertYpos*2.2-cos(sinPos2))*waveheight);

      FP vec3 vertModCom = vec3(vertMod.x+=cos(vertYpos*2.2-cos(sinPos2))*waveheight,
                             vertMod.y=sin(vertYpos*2.2+cos(sinPos))*waveheight,
                             vertMod.z-=cos(vertYpos*2.2-cos(sinPos))*waveheight);

      // Add wave animation only to vertices above world pos.y zero
      if(vertexPosition.y < 0.0){vertModCom = vertexPosition;}
      else{vertModCom = vertModCom;}

      vpos = vertModCom;

      // Calculate vertex position in clip coordinates
      gl_Position = mvp * vec4(vertModCom, 1.0);
  }