cOMS/shaders/liquids/water/water_vertex.hlsl
2024-07-12 15:26:57 +02:00

9 lines
250 B
HLSL

uniform sampler2D water;
varying vec3 position;
void main() {
vec4 info = texture2D(water, gl_Vertex.xy * 0.5 + 0.5);
position = gl_Vertex.xzy;
position.y += info.r;
gl_Position = gl_ModelViewProjectionMatrix * vec4(position, 1.0);
}