2022-09-19 18:05:01 +08:00

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uniform mat4 uMVPMatrix; //总变换矩阵
uniform float uStartAngle;//本帧起始角度
uniform float uWidthSpan;//横向长度总跨度
attribute vec3 aPosition; //顶点位置
attribute vec2 aTexCoor; //顶点纹理坐标
varying vec2 vTextureCoord; //用于传递给片元着色器的变量
void main()
{
//计算X向波浪
float angleSpanH=4.0*3.14159265;//横向角度总跨度
float startX=-uWidthSpan/2.0;//起始X坐标
//根据横向角度总跨度、横向长度总跨度及当前点X坐标折算出当前点X坐标对应的角度
float currAngleH=uStartAngle+((aPosition.x-startX)/uWidthSpan)*angleSpanH;
float tzH=sin(currAngleH)*0.1;
//计算Y向波浪
float angleSpanZ=4.0*3.14159265;//纵向角度总跨度
float uHeightSpan=0.75*uWidthSpan;//纵向长度总跨度
float startY=-uHeightSpan/2.0;//起始Y坐标
//根据纵向角度总跨度、纵向长度总跨度及当前点Y坐标折算出当前点Y坐标对应的角度
float currAngleZ=uStartAngle+3.14159265/3.0+((aPosition.y-startY)/uHeightSpan)*angleSpanZ;
float tzZ=sin(currAngleZ)*0.1;
//根据总变换矩阵计算此次绘制此顶点位置
gl_Position = uMVPMatrix * vec4(aPosition.x,aPosition.y,tzH+tzZ,1);
vTextureCoord = aTexCoor;//将接收的纹理坐标传递给片元着色器
}