DYTSrouce/Source/resources/shaders/osgOcean_silt_quads.vert
2024-11-22 23:11:48 +08:00

52 lines
1.4 KiB
GLSL

uniform vec4 osgOcean_ParticleColour;
uniform float osgOcean_InversePeriod;
uniform float osgOcean_ParticleSize;
uniform float osg_SimulationTime;
uniform float osg_DeltaSimulationTime;
varying vec4 colour;
varying vec2 texCoord;
void main(void)
{
float startTime = gl_MultiTexCoord1.x;
texCoord = gl_MultiTexCoord0.xy;
float disp = (osg_SimulationTime - startTime)*osgOcean_InversePeriod;
vec4 v_previous = gl_Vertex;
vec3 direction = sign(gl_Normal);
v_previous.x = direction.x * fract( disp + gl_Vertex.x );
v_previous.y = direction.y * fract( disp + gl_Vertex.y );
v_previous.z = direction.z * fract( disp + gl_Vertex.z );
vec4 v_current = v_previous;
v_current.x += ( osg_DeltaSimulationTime * osgOcean_InversePeriod );
v_current.y += ( osg_DeltaSimulationTime * osgOcean_InversePeriod );
v_current.z += ( osg_DeltaSimulationTime * osgOcean_InversePeriod );
colour = osgOcean_ParticleColour;
vec4 v1 = gl_ModelViewMatrix * v_current;
vec4 v2 = gl_ModelViewMatrix * v_previous;
vec3 dv = v2.xyz - v1.xyz;
vec2 dv_normalized = normalize(dv.xy);
dv.xy += dv_normalized * osgOcean_ParticleSize;
vec2 dp = vec2( -dv_normalized.y, dv_normalized.x ) * osgOcean_ParticleSize;
float area = length(dv.xy);
colour.a = 0.05+(osgOcean_ParticleSize)/area;
v1.xyz += dv*texCoord.y;
v1.xy += dp*texCoord.x;
gl_Position = gl_ProjectionMatrix * v1;
gl_Position.z = 0.01;
gl_ClipVertex = v1;
}