shaders-vertex_displacement init

This commit is contained in:
ZhuohaoHe 2024-07-24 18:15:24 -04:00
commit ee043f5c3e

View file

@ -0,0 +1,43 @@
#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;
// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
out vec2 fragTexCoord;
out vec4 fragColor;
out vec3 fragNormal;
float perlinNoise(vec2 p);
void main()
{
float height = perlinNoise(vertexTexCoord + vec2(time, time) * 0.01);
vec3 displacedPosition = vertexPosition + vec3(0.0, height*2.0, 0.0);
// Send vertex attributes to fragment shader
fragPosition = vec3(matModel*vec4(displacedPosition, 1.0));
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
// Calculate final vertex position
gl_Position = mvp*vec4(displacedPosition, 1.0);
}
float perlinNoise(vec2 p) {
// Implement or call your Perlin noise function here
// This is a placeholder function
return fract(sin(dot(p ,vec2(12.9898,78.233))) * 43758.5453);
}