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 | uniform float uTime;
 uniform float uBigWavesElevation;
 uniform vec2 uBigWavesFrequency;
 uniform float uBigWavesSpeed;
 
 uniform float uSmallWavesElevation;
 uniform float uSmallWavesFrequency;
 uniform float uSmallWavesSpeed;
 uniform float uSmallIterations;
 
 varying float vElevation;
 
 
 vec4 permute(vec4 x)
 {
 return mod(((x*34.0)+1.0)*x, 289.0);
 }
 vec4 taylorInvSqrt(vec4 r)
 {
 return 1.79284291400159 - 0.85373472095314 * r;
 }
 vec3 fade(vec3 t)
 {
 return t*t*t*(t*(t*6.0-15.0)+10.0);
 }
 float cnoise(vec3 P)
 {
 vec3 Pi0 = floor(P);
 vec3 Pi1 = Pi0 + vec3(1.0);
 Pi0 = mod(Pi0, 289.0);
 Pi1 = mod(Pi1, 289.0);
 vec3 Pf0 = fract(P);
 vec3 Pf1 = Pf0 - vec3(1.0);
 vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
 vec4 iy = vec4(Pi0.yy, Pi1.yy);
 vec4 iz0 = Pi0.zzzz;
 vec4 iz1 = Pi1.zzzz;
 
 vec4 ixy = permute(permute(ix) + iy);
 vec4 ixy0 = permute(ixy + iz0);
 vec4 ixy1 = permute(ixy + iz1);
 
 vec4 gx0 = ixy0 / 7.0;
 vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5;
 gx0 = fract(gx0);
 vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
 vec4 sz0 = step(gz0, vec4(0.0));
 gx0 -= sz0 * (step(0.0, gx0) - 0.5);
 gy0 -= sz0 * (step(0.0, gy0) - 0.5);
 
 vec4 gx1 = ixy1 / 7.0;
 vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5;
 gx1 = fract(gx1);
 vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
 vec4 sz1 = step(gz1, vec4(0.0));
 gx1 -= sz1 * (step(0.0, gx1) - 0.5);
 gy1 -= sz1 * (step(0.0, gy1) - 0.5);
 
 vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
 vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
 vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
 vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
 vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
 vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
 vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
 vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
 
 vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
 g000 *= norm0.x;
 g010 *= norm0.y;
 g100 *= norm0.z;
 g110 *= norm0.w;
 vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
 g001 *= norm1.x;
 g011 *= norm1.y;
 g101 *= norm1.z;
 g111 *= norm1.w;
 
 float n000 = dot(g000, Pf0);
 float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
 float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
 float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
 float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
 float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
 float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
 float n111 = dot(g111, Pf1);
 
 vec3 fade_xyz = fade(Pf0);
 vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
 vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
 float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
 return 2.2 * n_xyz;
 }
 
 
 void main() {
 
 vec4 modelPosition = modelMatrix * vec4(position, 1.0);
 
 
 float elevation = sin(modelPosition.x * uBigWavesFrequency.x + uTime * uBigWavesSpeed) *
 sin(modelPosition.z * uBigWavesFrequency.y + uTime * uBigWavesSpeed) *
 uBigWavesElevation;
 
 for(float i = 1.0; i <= uSmallIterations; i++)
 {
 
 elevation -= abs(cnoise(vec3(modelPosition.xz * uSmallWavesFrequency * i, uTime * uSmallWavesSpeed)) * uSmallWavesElevation / i);
 }
 
 modelPosition.y += elevation;
 
 vec4 viewPosition = viewMatrix * modelPosition;
 
 vec4 projectedPosition = projectionMatrix * viewPosition;
 gl_Position = projectedPosition;
 vElevation = elevation;
 }
 
 |