Files
Vibe-HD-2D/assets/shaders/water.vert
Gabrieal Jimmy 2c99305fb0 init
2026-10-02 12:42:00 -05:00

17 lines
442 B
GLSL

#version 450 core
#include "common.glsl"
layout(location = 0) in vec3 aPos;
uniform float uWaveStrength;
out vec3 vWorld;
void main() {
vec3 p = aPos;
// Gentle swell; fine detail comes from per-pixel normals.
p.y += (sin(p.x * 1.3 + uTime * 1.1) * cos(p.z * 1.1 + uTime * 0.9) +
sin(p.x * 0.7 - p.z * 0.9 + uTime * 0.6) * 0.5) * 0.018 * uWaveStrength;
vWorld = p;
gl_Position = uViewProj * vec4(p, 1.0);
}