export default `varying vec3 v_color; void main() { float time = u_time * u_global.noiseSpeed; vec2 noiseCoord = resolution * uvNorm * u_global.noiseFreq; vec2 st = 1. - uvNorm.xy; // // Tilting the plane // // Front-to-back tilt float tilt = resolution.y / 2.0 * uvNorm.y; // Left-to-right angle float incline = resolution.x * uvNorm.x / 2.0 * u_vertDeform.incline; // Up-down shift to offset incline float offset = resolution.x / 2.0 * u_vertDeform.incline * mix(u_vertDeform.offsetBottom, u_vertDeform.offsetTop, uv.y); // // Vertex noise // float noise = snoise(vec3( noiseCoord.x * u_vertDeform.noiseFreq.x + time * u_vertDeform.noiseFlow, noiseCoord.y * u_vertDeform.noiseFreq.y, time * u_vertDeform.noiseSpeed + u_vertDeform.noiseSeed )) * u_vertDeform.noiseAmp; // Fade noise to zero at edges noise *= 1.0 - pow(abs(uvNorm.y), 2.0); // Clamp to 0 noise = max(0.0, noise); vec3 pos = vec3( position.x, position.y + tilt + incline + noise - offset, position.z ); // // Vertex color, to be passed to fragment shader // if (u_active_colors[0] == 1.) { v_color = u_baseColor; } for (int i = 0; i < u_waveLayers_length; i++) { if (u_active_colors[i + 1] == 1.) { WaveLayers layer = u_waveLayers[i]; float noise = smoothstep( layer.noiseFloor, layer.noiseCeil, snoise(vec3( noiseCoord.x * layer.noiseFreq.x + time * layer.noiseFlow, noiseCoord.y * layer.noiseFreq.y, time * layer.noiseSpeed + layer.noiseSeed )) / 2.0 + 0.5 ); v_color = blendNormal(v_color, layer.color, pow(noise, 4.)); } } // // Finish // gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0); } `;