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// Copyright 2006-2010 (C) - Frictional Games
//
// This file is part of HPL1 Engine
//
// For conditions of distribution and use, see copyright notice in LICENSE-shaders
//
///////////////////////////////////////////////////////
/// WATER FOG VERTEX PROGRAM ////////////
///////////////////////////////////////////////////////
vec4 position = gl_Vertex;
vec4 color = gl_Color;
vec2 uv = gl_MultiTexCoord0.xy;
out vec4 vColor;
out vec2 vUv;
out float vFogUv;
uniform mat4 worldViewProj;
uniform float fogStart;
uniform float fogEnd;
uniform float timeCount;
void main()
{
float amp = 0.04;
float freq = 15.0;
float speed = 3.0;
gl_Position = (worldViewProj * position);
gl_Position.y += sin(timeCount*speed + (position.x)*freq)*amp;
gl_Position.y += sin(timeCount*speed + (position.z)*freq)*amp;
vUv = uv;
vFogUv = (fogEnd - gl_Position.z)/(fogEnd - fogStart);
vColor = clamp(color, vec4(0.0), vec4(1.0));
}
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