#include "shaders_common.h" static const char *stock_vertex_xmb_simple_modern = GLSL( in vec3 VertexCoord; uniform float time; float iqhash( float n ) { return fract(sin(n)*43758.5453); } float noise( vec3 x ) { vec3 p = floor(x); vec3 f = fract(x); f = f*f*(3.0-2.0*f); float n = p.x + p.y*57.0 + 113.0*p.z; return mix(mix(mix( iqhash(n+0.0 ), iqhash(n+1.0 ),f.x), mix( iqhash(n+57.0 ), iqhash(n+58.0 ),f.x),f.y), mix(mix( iqhash(n+113.0), iqhash(n+114.0),f.x), mix( iqhash(n+170.0), iqhash(n+171.0),f.x),f.y),f.z); } void main() { vec3 v = vec3(VertexCoord.x, 0.0, VertexCoord.y); vec3 v2 = v; v2.x = v2.x + time/2.0; v2.z = v.z * 3.0; v.y = -cos((v.x+v.z/3.0+time)*2.0)/10.0 - noise(v2.xyz)/4.0; gl_Position = vec4(v, 1.0); } );