2011-12-10 20:02:38 +08:00
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uniform float wave_phase;
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uniform vec2 wave_amplitude;
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void main()
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{
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vec4 vertex = gl_Vertex;
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vertex.x += cos(gl_Vertex.y * 0.02 + wave_phase * 3.8) * wave_amplitude.x
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+ sin(gl_Vertex.y * 0.02 + wave_phase * 6.3) * wave_amplitude.x * 0.3;
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vertex.y += sin(gl_Vertex.x * 0.02 + wave_phase * 2.4) * wave_amplitude.y
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+ cos(gl_Vertex.x * 0.02 + wave_phase * 5.2) * wave_amplitude.y * 0.3;
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2015-04-01 10:08:23 +08:00
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gl_Position = gl_ModelViewProjectionMatrix * vertex;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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gl_FrontColor = gl_Color;
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2011-12-10 20:02:38 +08:00
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}
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