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Normalized line endings.
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@@ -1,32 +1,32 @@
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$input a_position, a_normal
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$output v_pos, v_view, v_normal, v_color0
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/*
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* Copyright 2011-2013 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#include "../common/common.sh"
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uniform float u_time;
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void main()
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{
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vec3 pos = a_position;
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float sx = sin(pos.x*32.0+u_time*4.0)*0.5+0.5;
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float cy = cos(pos.y*32.0+u_time*4.0)*0.5+0.5;
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vec3 displacement = vec3(sx, cy, sx*cy);
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vec3 normal = a_normal.xyz*2.0 - 1.0;
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pos = pos + normal*displacement*vec3(0.06, 0.06, 0.06);
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gl_Position = mul(u_modelViewProj, vec4(pos, 1.0) );
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v_pos = gl_Position.xyz;
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v_view = mul(u_modelView, vec4(pos, 1.0) ).xyz;
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v_normal = mul(u_modelView, vec4(normal, 0.0) ).xyz;
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float len = length(displacement)*0.4+0.6;
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v_color0 = vec4(len, len, len, 1.0);
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}
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$input a_position, a_normal
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$output v_pos, v_view, v_normal, v_color0
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/*
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* Copyright 2011-2013 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#include "../common/common.sh"
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uniform float u_time;
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void main()
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{
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vec3 pos = a_position;
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float sx = sin(pos.x*32.0+u_time*4.0)*0.5+0.5;
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float cy = cos(pos.y*32.0+u_time*4.0)*0.5+0.5;
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vec3 displacement = vec3(sx, cy, sx*cy);
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vec3 normal = a_normal.xyz*2.0 - 1.0;
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pos = pos + normal*displacement*vec3(0.06, 0.06, 0.06);
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gl_Position = mul(u_modelViewProj, vec4(pos, 1.0) );
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v_pos = gl_Position.xyz;
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v_view = mul(u_modelView, vec4(pos, 1.0) ).xyz;
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v_normal = mul(u_modelView, vec4(normal, 0.0) ).xyz;
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float len = length(displacement)*0.4+0.6;
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v_color0 = vec4(len, len, len, 1.0);
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}
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