Mark McGranaghan 8d31ec147c move to vendor
2012-11-17 08:21:42 -08:00

14 lines
291 B
GLSL

/* Vertex shader */
uniform float waveTime;
uniform float waveWidth;
uniform float waveHeight;
void main(void)
{
vec4 v = vec4(gl_Vertex);
v.z = sin(waveWidth * v.x + waveTime) * cos(waveWidth * v.y + waveTime) * waveHeight;
gl_Position = gl_ModelViewProjectionMatrix * v;
}