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30 changed files with 1399 additions and 29 deletions
13
shaders/water.frag
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13
shaders/water.frag
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#version 300 es
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// fragment shaders don't have a default precision so we need
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// to pick one. mediump is a good default. It means "medium precision"
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precision mediump float;
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uniform vec4 u_color;
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out vec4 outColor;
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void main() {
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outColor = vec4(255,255,255,0);
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}
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11
shaders/water.vert
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11
shaders/water.vert
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#version 300 es
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in vec2 a_position;
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void main() {
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// convert the position from pixels to 0.0 to 1.0
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vec2 scale = a_position / vec2(255.0, 255.0);
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vec2 remap = scale * 2.0;
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vec2 space = remap - 1.0;
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space.y = space.y * 0.85;
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gl_Position = vec4(space, 0,1);
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}
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@ -4,10 +4,15 @@
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// to pick one. mediump is a good default. It means "medium precision"
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precision mediump float;
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in vec3 pos;
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uniform vec4 u_color;
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out vec4 outColor;
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void main() {
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outColor = u_color;
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vec3 color = pos.xyz;
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color.z = color.z + 1.0;
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color.z = color.z / 2.0;
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color.z = color.z * 255.0;
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outColor = vec4(color, 1.0);
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}
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@ -1,11 +1,14 @@
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#version 300 es
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in vec2 a_position;
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in vec3 a_position;
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uniform mat4 u_matrix;
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out vec3 pos;
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void main() {
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// convert the position from pixels to 0.0 to 1.0
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vec2 scale = a_position / vec2(255.0, 255.0);
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vec2 remap = scale * 2.0;
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vec2 space = remap - 1.0;
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space.y = space.y * 0.85;
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gl_Position = vec4(space, 0,1);
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vec4 scale = vec4(a_position, 1) * u_matrix;
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scale.y = scale.y * 0.85;
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gl_Position = scale;
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pos = a_position;
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}
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