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-rw-r--r--tests/RenderScriptTests/MiscSamples/res/raw/shader2movev.glsl21
1 files changed, 21 insertions, 0 deletions
diff --git a/tests/RenderScriptTests/MiscSamples/res/raw/shader2movev.glsl b/tests/RenderScriptTests/MiscSamples/res/raw/shader2movev.glsl
new file mode 100644
index 0000000..a2c807e
--- /dev/null
+++ b/tests/RenderScriptTests/MiscSamples/res/raw/shader2movev.glsl
@@ -0,0 +1,21 @@
+varying vec3 varWorldPos;
+varying vec3 varWorldNormal;
+varying vec2 varTex0;
+
+// This is where actual shader code begins
+void main() {
+ vec4 objPos = ATTRIB_position;
+ vec3 oldPos = objPos.xyz;
+ objPos.xyz += 0.1*sin(objPos.xyz*2.0 + UNI_time);
+ objPos.xyz += 0.05*sin(objPos.xyz*4.0 + UNI_time*0.5);
+ objPos.xyz += 0.02*sin(objPos.xyz*7.0 + UNI_time*0.75);
+ vec4 worldPos = UNI_model * objPos;
+ gl_Position = UNI_proj * worldPos;
+
+ mat3 model3 = mat3(UNI_model[0].xyz, UNI_model[1].xyz, UNI_model[2].xyz);
+ vec3 worldNorm = model3 * (ATTRIB_normal + oldPos - objPos.xyz);
+
+ varWorldPos = worldPos.xyz;
+ varWorldNormal = worldNorm;
+ varTex0 = ATTRIB_texture0;
+}