8 const float PI = 3.1415926535;
9 const float OFFSET = 0.001;
11 #pragma MSP stage(vertex)
14 vec3 d = cos(p*(2.0*PI)+morph)*0.05;
15 return p*(1.0+(d.x+d.y+d.z)*sin(morph*0.2));
18 vec4 get_vertex_position() override
20 return vec4(deform(vertex.xyz), 1.0);
23 vec3 get_vertex_normal() override
26 if(abs(normal.x)>abs(normal.y))
27 tangent = normalize(vec3(-normal.z, 0.0, normal.x));
29 tangent = normalize(vec3(0.0, -normal.z, normal.y));
30 vec3 binormal = cross(normal, tangent);
32 vec3 xn = deform(vertex.xyz-tangent*OFFSET);
33 vec3 xp = deform(vertex.xyz+tangent*OFFSET);
34 vec3 yn = deform(vertex.xyz-binormal*OFFSET);
35 vec3 yp = deform(vertex.xyz+binormal*OFFSET);
37 return normalize(cross(xp-xn, yp-yn));