1 #include "vertex_standard.glsl"
2 #include "motion_vectors_vs.glsl"
18 float w = (a_colour.g * 8.0)-5.5 + fract(uInfo.z+0.5);
19 float c = -cos(w*0.2);
20 float s = -sin(w*0.2);
23 float w1 = clamp( w*4.0 - a_co.y*10.0, -1.0, 1.0 ) * (3.14159265*0.5);
27 float yoff = step(0.01,fract(uInfo.z))*-0.5;
30 mlocal[0] = vec3(c1, s1,0.0);
31 mlocal[1] = vec3(-s1,c1,0.0);
32 mlocal[2] = vec3(0.0,0.0,1.0);
33 mlocal[3] = vec3(c*r,uInfo.y*0.875 + s*r,uInfo.x*0.5);
35 vec3 local_pos = mlocal * vec4( a_co, 1.0 );
36 vec3 world_pos = uMdl * vec4( local_pos, 1.0 );
38 vec4 vproj0 = uPv * vec4( world_pos, 1.0 );
39 vec4 vproj1 = uPvmPrev * vec4( local_pos, 1.0 );
42 vs_motion_out( vproj0, vproj1 );
46 aUv = a_uv + vec2( floor(uInfo.z+0.5)*(1.0/64.0), yoff );
47 aNorm = mat3(uMdl) * mat3(mlocal) * a_norm;