~plainCterraindatashaders
42 itemsDownload ./*

..
frag_shader_clouds.glsl
frag_shader_cube.glsl
frag_shader_depth.glsl
frag_shader_fire.glsl
frag_shader_fireball.glsl
frag_shader_lava.glsl
frag_shader_line.glsl
frag_shader_main.glsl
frag_shader_moon.glsl
frag_shader_post.glsl
frag_shader_sky.glsl
frag_shader_stencil.glsl
frag_shader_sun.glsl
frag_shader_t3d.glsl
frag_shader_terrain.glsl
frag_shader_text.glsl
frag_shader_ui.glsl
frag_shader_vortex.glsl
frag_shader_water2.glsl
frag_shader_water_depth.glsl
frag_shader_water_height.glsl
vert_shader_clouds.glsl
vert_shader_cube.glsl
vert_shader_depth.glsl
vert_shader_fire.glsl
vert_shader_fireball.glsl
vert_shader_lava.glsl
vert_shader_line.glsl
vert_shader_main.glsl
vert_shader_moon.glsl
vert_shader_post.glsl
vert_shader_sky.glsl
vert_shader_stencil.glsl
vert_shader_sun.glsl
vert_shader_t3d.glsl
vert_shader_terrain.glsl
vert_shader_text.glsl
vert_shader_ui.glsl
vert_shader_vortex.glsl
vert_shader_water2.glsl
vert_shader_water_depth.glsl
vert_shader_water_height.glsl


shadersvert_shader_water_height.glsl
960 B• 9•  2 months ago•  DownloadRawClose
2 months ago•  9

{}
#version 330 core
layout (location = 0) in vec3 vPos;
//layout (location = 1) in vec2 vNormal;
layout (location = 1) in vec2 vTexCoord;
//varying vec3 color;
uniform mat4 MVP;

//out vec3 FragPos;
out vec3 ourNormal;
out vec2 TexCoord;
//out float time;
//out float height;

void main() {
    TexCoord = vTexCoord;
     // ortho MVP in height map mode top down
    //gl_Position = vec4(TexCoord, 0.0, 1.0);
    //gl_Position = vec4(pos, 0.0, 1.0);
    gl_Position = MVP * vec4(vPos, 1.0);
    //gl_Position = vec4(tPos, 1.0);
    //FragPos = vec3(MVP * vec4(sPos, 1.0));
    //gl_Position = MVP * vec4(vertexPosition.x, wlev, vertexPosition.y, 1.0);
    //FragPos = vec3(MVP * vec4(vertexPosition.x, wlev, vertexPosition.y, 1.0));
    //TexCoord = vec2(vNormal.x, vNormal.y);
    //--ourNormal = vec3(vNormal.x, vNormal.y, 0.0);
    //ourNormal = vec3(vNormal.x, 0.0, vNormal.y);
    //vec2 vertexPosition = TexCoord * (scale + sin(TexCoord.x * 1.0) * 0.5);
}

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