6 const float PI = 3.1415926535;
7 const float OFFSET = 0.001;
9 #pragma MSP stage(vertex)
12 vec3 d = cos(p*(2.0*PI)+morph)*0.05;
13 return p*(1.0+(d.x+d.y+d.z)*sin(morph*0.2));
16 vec4 get_vertex_position() override
18 return vec4(deform(vertex.xyz), 1.0);
21 vec3 get_vertex_normal() override
24 if(abs(normal.x)>abs(normal.y))
25 tangent = normalize(vec3(-normal.z, 0.0, normal.x));
27 tangent = normalize(vec3(0.0, -normal.z, normal.y));
28 vec3 binormal = cross(normal, tangent);
30 vec3 xn = deform(vertex.xyz-tangent*OFFSET);
31 vec3 xp = deform(vertex.xyz+tangent*OFFSET);
32 vec3 yn = deform(vertex.xyz-binormal*OFFSET);
33 vec3 yp = deform(vertex.xyz+binormal*OFFSET);
35 return normalize(cross(xp-xn, yp-yn));