waterripple_opengl.vert 1.6 KB

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  1. #include "common.h"
  2. uniform mat4 g_ModelViewProjectionMatrix;
  3. uniform float g_Time;
  4. uniform vec4 g_Texture0Resolution;
  5. uniform vec4 g_Texture2Resolution;
  6. uniform float g_AnimationSpeed; // {"material":"ui_editor_properties_animation_speed","default":0.15,"range":[0,0.5]}
  7. uniform float g_Scale; // {"material":"ui_editor_properties_ripple_scale","default":1,"range":[0,10]}
  8. uniform float g_ScrollSpeed; // {"material":"ui_editor_properties_scroll_speed","default":0,"range":[0,0.5]}
  9. uniform float g_Direction; // {"material":"ui_editor_properties_scroll_direction","default":0,"range":[0,6.28]}
  10. attribute vec3 a_Position;
  11. attribute vec2 a_TexCoord;
  12. varying vec4 v_TexCoord;
  13. varying vec4 v_TexCoordRipple;
  14. void main() {
  15. gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
  16. v_TexCoord.xy = a_TexCoord;
  17. float piFrac = 0.78539816339744830961566084581988 * 0.5;
  18. float pi = 3.141;
  19. vec2 coordsRotated = v_TexCoord.xy;
  20. vec2 coordsRotated2 = v_TexCoord.xy * 1.333;
  21. vec2 scroll = rotateVec2(vec2(0, -1), g_Direction) * g_ScrollSpeed * g_ScrollSpeed * g_Time;
  22. v_TexCoordRipple.xy = coordsRotated + g_Time * g_AnimationSpeed * g_AnimationSpeed + scroll;
  23. v_TexCoordRipple.zw = coordsRotated2 - g_Time * g_AnimationSpeed * g_AnimationSpeed + scroll;
  24. v_TexCoordRipple *= g_Scale;
  25. float rippleTextureAdjustment = (g_Texture0Resolution.x / g_Texture0Resolution.y);
  26. v_TexCoordRipple.xz *= rippleTextureAdjustment;
  27. v_TexCoord.zw = vec2(v_TexCoord.x * g_Texture2Resolution.z / g_Texture2Resolution.x,
  28. v_TexCoord.y * g_Texture2Resolution.w / g_Texture2Resolution.y);
  29. }