water.vert Example File | Qt 3D 5.12.12

- Qt 5.12
- Qt 3D
- Qt 3D: Advanced Custom Material QML Example
- water.vert Example File
- Qt 5.12.12 Reference Documentation

# water.vert Example File

advancedcustommaterial/shaders/gl3/water.vert

     #version 150 core

     in vec3 vertexPosition;
     in vec3 vertexNormal;
     in vec2 vertexTexCoord;
     in vec4 vertexTangent;

     out vec3 worldPosition;
     out vec3 worldNormal;
     out vec4 worldTangent;
     out vec2 texCoord;
     out vec2 movtexCoord;
     out vec2 multexCoord;
     out vec2 waveTexCoord;
     out vec2 skyTexCoord;
     out vec3 vpos;

     uniform mat4 modelMatrix;
     uniform mat3 modelNormalMatrix;
     uniform mat4 mvp;

     uniform float offsetx;
     uniform float offsety;
     uniform float vertYpos;
     uniform float texCoordScale;
     uniform float waveheight;
     uniform float waveRandom;

     void main()
     {
         // Scale texture coordinates for for fragment shader
         texCoord = vertexTexCoord * texCoordScale;
         movtexCoord = vertexTexCoord * texCoordScale;
         multexCoord = vertexTexCoord * (texCoordScale*0.5);
         waveTexCoord = vertexTexCoord * (texCoordScale * 6);
         skyTexCoord = vertexTexCoord * (texCoordScale * 0.2);

         // Add Animated x and y Offset to SKY, MOV and MUL texCoords
         movtexCoord = vec2(texCoord.x+offsetx,texCoord.y+offsety);
         multexCoord = vec2(texCoord.x-offsetx,texCoord.y+offsety);
         skyTexCoord = vec2(texCoord.x-(offsetx/2),texCoord.y-(offsety/2));

         // Transform position, normal, and tangent to world coords
         worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0));
         worldNormal = normalize(modelNormalMatrix * vertexNormal);
         worldTangent.xyz = normalize(vec3(modelMatrix * vec4(vertexTangent.xyz, 0.0)));
         worldTangent.w = vertexTangent.w;

         // Calculate animated vertex positions

         float sinPos = (vertexPosition.z)+(vertexPosition.x);
         float sinPos2 = (vertexPosition.y/2)+(vertexPosition.z);
         vec3 vertMod = vec3(vertexPosition.x,vertexPosition.y,vertexPosition.z);

         vertMod = vec3(vertMod.x+=sin(vertYpos*2.2-sinPos2)*waveheight,
                        vertMod.y=sin(vertYpos*2.2+sinPos)*waveheight,
                        vertMod.z-=sin(vertYpos*2.2-cos(sinPos2))*waveheight);

         vec3 vertModCom = vec3(vertMod.x+=cos(vertYpos*2.2-cos(sinPos2))*waveheight,
                                vertMod.y=sin(vertYpos*2.2+cos(sinPos))*waveheight,
                                vertMod.z-=cos(vertYpos*2.2-cos(sinPos))*waveheight);

         // Add wave animation only to vertices above world pos.y zero
         if(vertexPosition.y < 0.0){vertModCom = vertexPosition;}
         else{vertModCom = vertModCom;}

         vpos = vertModCom;

         // Calculate vertex position in clip coordinates
         gl_Position = mvp * vec4(vertModCom, 1.0);
     }