2013-05-11 19:09:03 -04:00
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uniform float angle;
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2013-05-11 20:14:53 -04:00
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uniform float amplitude;
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2013-05-11 19:09:03 -04:00
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varying vec4 coord;
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void main()
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{
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gl_TexCoord[0] = gl_MultiTexCoord0;
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vec4 vertexPosition = ftransform(); //gl_ModelViewMatrix * gl_Vertex;
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2013-05-11 20:14:53 -04:00
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vertexPosition += vec4(1,1,0,0) * amplitude * gl_Color.r * sin(angle);
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2013-05-11 19:09:03 -04:00
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gl_Position = vertexPosition;
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gl_FrontColor = vec4(1,1,1,1);
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gl_BackColor = vec4(1,1,1,1);
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coord = vertexPosition;
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}
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