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@ -105,13 +105,13 @@ uniform vs_params {
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};
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void main() {
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vec3 transformed_pos = vec3(pos_in.x, pos_in.y + sin(pos_in.x * 5.0 + pos_in.y * 9.0 + time*1.9)*0.045, pos_in.z);
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//vec3 transformed_pos = vec3(pos_in.x, pos_in.y + sin(pos_in.x * 5.0 + pos_in.y * 9.0 + time*1.9)*0.045, pos_in.z);
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vec3 untransformed_world_pos = (model * vec4(pos_in, 1.0)).xyz;
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vec3 away = normalize(untransformed_world_pos - wobble_world_source);
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float t = time + seed;
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//vec3 transformed_pos = pos_in + away * sin(t*20.0 + pos_in.y*3.0) * pos_in.y*0.25 * wobble_factor * 0.0;
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vec3 transformed_pos = pos_in + away * sin(t*20.0 + pos_in.y*3.0) * pos_in.y*0.25 * wobble_factor * 0.0;
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pos = transformed_pos;
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uv = uv_in;
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