uniform mat4 g_ModelViewProjectionMatrix; uniform float g_Time; uniform float g_Speed; // {"material":"Speed","default":1,"range":[0.01, 10]} uniform float g_Strength; // {"material":"Strength","default":100,"range":[0.01, 500]} uniform float g_Phase; // {"material":"Phase","default":0,"range":[0, 6.28]} uniform float g_Power; // {"material":"Power","default":1,"range":[0.01, 2]} uniform vec2 g_DirectionWeights; // {"material":"Direction weights","default":"1 0.2"} uniform vec4 g_CornerWeights; // {"material":"Corner weights","default":"1 1 0 0"} attribute vec3 a_Position; attribute vec2 a_TexCoord; varying vec2 v_TexCoord; void main() { vec3 position = a_Position; vec4 sines = g_Phase + g_Speed * g_Time * vec4(1, -0.16161616, 0.0083333, -0.00019841); sines = sin(sines); vec4 csines = 0.4 + g_Phase + g_Speed * g_Time * vec4(-0.5, 0.041666666, -0.0013888889, 0.000024801587); csines = sin(csines); sines = pow(abs(sines), g_Power) * sign(sines); csines = pow(abs(csines), g_Power) * sign(csines); float weight = saturate(g_CornerWeights.x * (1.0 - a_TexCoord.x) * (1.0 - a_TexCoord.y) + g_CornerWeights.y * (a_TexCoord.x) * (1.0 - a_TexCoord.y) + g_CornerWeights.z * (a_TexCoord.x) * (a_TexCoord.y) + g_CornerWeights.w * (1.0 - a_TexCoord.x) * (a_TexCoord.y)); position.x += dot(sines, CAST4(1.0)) * g_Strength * weight * g_DirectionWeights.x; position.y += dot(csines, CAST4(1.0)) * g_Strength * weight * g_DirectionWeights.y; gl_Position = mul(vec4(position, 1.0), g_ModelViewProjectionMatrix); v_TexCoord = a_TexCoord; }