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Use PBR with IBL for the sphere in desert pillars
[libs/gl.git] / demos / desertpillars / data / sphere_morph.glsl
1 uniform Morph
2 {
3         float morph;
4 };
5
6 const float PI = 3.1415926535;
7 const float OFFSET = 0.001;
8
9 #pragma MSP stage(vertex)
10 vec3 deform(vec3 p)
11 {
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));
14 }
15
16 vec4 get_vertex_position() override
17 {
18         return vec4(deform(vertex.xyz), 1.0);
19 }
20
21 vec3 get_vertex_normal() override
22 {
23         vec3 tangent;
24         if(abs(normal.x)>abs(normal.y))
25                 tangent = normalize(vec3(-normal.z, 0.0, normal.x));
26         else
27                 tangent = normalize(vec3(0.0, -normal.z, normal.y));
28         vec3 binormal = cross(normal, tangent);
29
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);
34
35         return normalize(cross(xp-xn, yp-yn));
36 }