vertex.glsl 450 B

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  1. uniform vec2 uAmplitude;
  2. uniform vec2 uFrequency;
  3. uniform float uTime;
  4. varying vec2 vUv;
  5. void main() {
  6. vec4 modelPosition = modelMatrix * vec4(position, 1.0);
  7. modelPosition.y += sin(modelPosition.x * uFrequency.x - uTime) * uAmplitude.x;
  8. modelPosition.x += cos(modelPosition.y * uFrequency.y - uTime) * uAmplitude.y;
  9. vec4 viewPosition = viewMatrix * modelPosition;
  10. gl_Position = projectionMatrix * viewPosition;
  11. vUv = uv;
  12. }