This commit is contained in:
Maurice Grönwoldt 2020-08-01 21:51:54 +02:00
commit 300b6c4106
30 changed files with 1399 additions and 29 deletions

13
shaders/water.frag Normal file
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#version 300 es
// fragment shaders don't have a default precision so we need
// to pick one. mediump is a good default. It means "medium precision"
precision mediump float;
uniform vec4 u_color;
out vec4 outColor;
void main() {
outColor = vec4(255,255,255,0);
}

11
shaders/water.vert Normal file
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#version 300 es
in vec2 a_position;
void main() {
// convert the position from pixels to 0.0 to 1.0
vec2 scale = a_position / vec2(255.0, 255.0);
vec2 remap = scale * 2.0;
vec2 space = remap - 1.0;
space.y = space.y * 0.85;
gl_Position = vec4(space, 0,1);
}

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@ -4,10 +4,15 @@
// to pick one. mediump is a good default. It means "medium precision"
precision mediump float;
in vec3 pos;
uniform vec4 u_color;
out vec4 outColor;
void main() {
outColor = u_color;
vec3 color = pos.xyz;
color.z = color.z + 1.0;
color.z = color.z / 2.0;
color.z = color.z * 255.0;
outColor = vec4(color, 1.0);
}

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@ -1,11 +1,14 @@
#version 300 es
in vec2 a_position;
in vec3 a_position;
uniform mat4 u_matrix;
out vec3 pos;
void main() {
// convert the position from pixels to 0.0 to 1.0
vec2 scale = a_position / vec2(255.0, 255.0);
vec2 remap = scale * 2.0;
vec2 space = remap - 1.0;
space.y = space.y * 0.85;
gl_Position = vec4(space, 0,1);
vec4 scale = vec4(a_position, 1) * u_matrix;
scale.y = scale.y * 0.85;
gl_Position = scale;
pos = a_position;
}