1 2 3 4 5 6 7 8 9 10 11 12 13
/* Vertex shader */ uniform float waveTime; uniform float waveWidth; uniform float waveHeight; void main(void) { vec4 v = vec4(gl_Vertex); v.z = sin(waveWidth * v.x + waveTime) * cos(waveWidth * v.y + waveTime) * waveHeight; gl_Position = gl_ModelViewProjectionMatrix * v; }