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