-
Pascal Engeler authoredPascal Engeler authored
stepwave.vert 828 B
#version 410 core
layout (location = 0) in vec3 verCoords;
layout (location = 1) in vec2 texCoords;
precision highp float;
uniform float dx;
uniform float dy;
uniform float c1;
uniform float c2;
uniform float t;
uniform float amplitude;
uniform float frequency;
out vec2 textureCoordinates;
out vec2 downCoordinates;
out vec2 upCoordinates;
out vec2 leftCoordinates;
out vec2 rightCoordinates;
out float source;
void main(){
gl_Position = vec4(verCoords.x, verCoords.y, 0.0, 1.0);
textureCoordinates = texCoords;
downCoordinates = vec2(texCoords.x, texCoords.y - dy);
upCoordinates = vec2(texCoords.x, texCoords.y + dy);
leftCoordinates = vec2(texCoords.x - dx, texCoords.y);
rightCoordinates = vec2(texCoords.x + dx, texCoords.y);
source = amplitude * sin(frequency * t); //good choice: amplitude 0.3, frequency 10
}