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- precision highp float;
- // Attributes
- attribute vec3 position;
- #ifdef NORMAL
- attribute vec3 normal;
- #endif
- #ifdef UV1
- attribute vec2 uv;
- #endif
- #ifdef UV2
- attribute vec2 uv2;
- #endif
- #ifdef VERTEXCOLOR
- attribute vec4 color;
- #endif
- #include<bonesDeclaration>
- // Uniforms
- #include<instancesDeclaration>
- uniform mat4 view;
- uniform mat4 viewProjection;
- #ifdef BUMP
- varying vec2 vNormalUV;
- uniform mat4 normalMatrix;
- uniform vec2 vNormalInfos;
- #endif
- #ifdef POINTSIZE
- uniform float pointSize;
- #endif
- // Output
- varying vec3 vPositionW;
- #ifdef NORMAL
- varying vec3 vNormalW;
- #endif
- #ifdef VERTEXCOLOR
- varying vec4 vColor;
- #endif
- #include<clipPlaneVertexDeclaration>
- #include<fogVertexDeclaration>
- #include<shadowsVertexDeclaration>[0..maxSimultaneousLights]
- // Water uniforms
- uniform mat4 worldReflectionViewProjection;
- uniform vec2 windDirection;
- uniform float waveLength;
- uniform float time;
- uniform float windForce;
- uniform float waveHeight;
- uniform float waveSpeed;
- // Water varyings
- varying vec3 vPosition;
- varying vec3 vRefractionMapTexCoord;
- varying vec3 vReflectionMapTexCoord;
- void main(void) {
- #include<instancesVertex>
- #include<bonesVertex>
- vec4 worldPos = finalWorld * vec4(position, 1.0);
- vPositionW = vec3(worldPos);
- #ifdef NORMAL
- vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));
- #endif
- // Texture coordinates
- #ifndef UV1
- vec2 uv = vec2(0., 0.);
- #endif
- #ifndef UV2
- vec2 uv2 = vec2(0., 0.);
- #endif
- #ifdef BUMP
- if (vNormalInfos.x == 0.)
- {
- vNormalUV = vec2(normalMatrix * vec4((uv * 1.0) / waveLength + time * windForce * windDirection, 1.0, 0.0));
- }
- else
- {
- vNormalUV = vec2(normalMatrix * vec4((uv2 * 1.0) / waveLength + time * windForce * windDirection, 1.0, 0.0));
- }
- #endif
- // Clip plane
- #include<clipPlaneVertex>
- // Fog
- #include<fogVertex>
-
- // Shadows
- #include<shadowsVertex>[0..maxSimultaneousLights]
-
- // Vertex color
- #ifdef VERTEXCOLOR
- vColor = color;
- #endif
- // Point size
- #ifdef POINTSIZE
- gl_PointSize = pointSize;
- #endif
- vec3 p = position;
- float newY = (sin(((p.x / 0.05) + time * waveSpeed)) * waveHeight * windDirection.x * 5.0)
- + (cos(((p.z / 0.05) + time * waveSpeed)) * waveHeight * windDirection.y * 5.0);
- p.y += abs(newY);
-
- gl_Position = viewProjection * finalWorld * vec4(p, 1.0);
- #ifdef REFLECTION
- worldPos = viewProjection * finalWorld * vec4(p, 1.0);
-
- // Water
- vPosition = position;
-
- vRefractionMapTexCoord.x = 0.5 * (worldPos.w + worldPos.x);
- vRefractionMapTexCoord.y = 0.5 * (worldPos.w + worldPos.y);
- vRefractionMapTexCoord.z = worldPos.w;
-
- worldPos = worldReflectionViewProjection * vec4(position, 1.0);
- vReflectionMapTexCoord.x = 0.5 * (worldPos.w + worldPos.x);
- vReflectionMapTexCoord.y = 0.5 * (worldPos.w + worldPos.y);
- vReflectionMapTexCoord.z = worldPos.w;
- #endif
- }
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