#version 330 // Input vertex attributes in vec3 vertexPosition; in vec2 vertexTexCoord; in vec3 vertexNormal; in vec4 vertexColor; // Input uniform values uniform mat4 mvp; uniform mat4 matModel; uniform mat4 matNormal; uniform float time; uniform sampler2D perlinNoiseMap; // Output vertex attributes (to fragment shader) out vec3 fragPosition; out vec2 fragTexCoord; out vec3 fragNormal; out float height; void main() { // Calculate animated texture coordinates based on time and vertex position vec2 animatedTexCoord = sin(vertexTexCoord + vec2(sin(time + vertexPosition.x*0.1), cos(time + vertexPosition.z*0.1))*0.3); // Normalize animated texture coordinates to range [0, 1] animatedTexCoord = animatedTexCoord*0.5 + 0.5; // Fetch displacement from the perlin noise map float displacement = texture(perlinNoiseMap, animatedTexCoord).r*7; // Amplified displacement // Displace vertex position vec3 displacedPosition = vertexPosition + vec3(0.0, displacement, 0.0); // Send vertex attributes to fragment shader fragPosition = vec3(matModel*vec4(displacedPosition, 1.0)); fragTexCoord = vertexTexCoord; fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0))); height = displacedPosition.y*0.2; // send height to fragment shader for coloring // Calculate final vertex position gl_Position = mvp*vec4(displacedPosition , 1.0); }