1 #include "vertex_standard.glsl"
16 float w = (a_colour.g * 8.0)-5.5 + fract(uInfo.z+0.5);
17 float c = -cos(w*0.2);
18 float s = -sin(w*0.2);
21 float w1 = clamp( w*4.0 - a_co.y*10.0, -1.0, 1.0 ) *(3.14159265*0.5);
25 float yoff = step(0.01,fract(uInfo.z))*-0.5;
28 mlocal[0] = vec3(c1, s1,0.0);
29 mlocal[1] = vec3(-s1,c1,0.0);
30 mlocal[2] = vec3(0.0,0.0,1.0);
31 mlocal[3] = vec3(c*r,uInfo.y*0.875 + s*r,uInfo.x*0.5);
33 vec3 world_pos = uMdl * vec4(mlocal * vec4(a_co,1.0),1.0);
34 gl_Position = uPv * vec4( world_pos, 1.0 );
36 aUv = a_uv + vec2( floor(uInfo.z+0.5)*(1.0/64.0), yoff );
37 aNorm = mat3(uMdl) * mat3(mlocal) * a_norm;