#version 120 uniform float u_Scale; uniform float u_ScaleSnapshot; uniform vec3 u_ColorCore; uniform vec3 u_ColorSpike; uniform float u_Time; uniform float u_TimeSnapshot; varying vec3 v_Color; /* float wave ( vec3 input){ return (cos(input.x + u_Time*1.2)*cos(input.y + u_Time*1.3)*cos(input.z + u_Time*1.4)); } */ const float PI = 3.14159265358979323846; float lazyHash(vec3 toHash){ vec3 v = fract(toHash*1.23456 + 3.1456); v*=7; return fract(v.y + v.x*(v.z+1)); } float triangle(float x){ return 1.0 - abs(2.0 * (x - 0.5)); } void main() { //grab local position vec3 pos = gl_Vertex.xyz; //Grabs how far the vertex is for center //Antimatter.model has spikes that are 2 unit away, and the 'core' is 1 unit away float len = length(pos); vec3 currentCoreColor = mix(u_ColorCore,u_ColorSpike,triangle(mod((u_Time/4.0 + lazyHash(pos)/2),1.0))); vec3 currentSpikeColor = mix(u_ColorCore,u_ColorSpike,triangle(mod((u_Time/2.0 + lazyHash(pos)),1.0))); //v_Color = mix(u_ColorCore,u_ColorSpike,extension*spike); //v_Color = mix(currentCoreColor,currentSpikeColor,extension*spike); v_Color = currentCoreColor; float timelerp = clamp(1,0,(u_Time-u_TimeSnapshot)/2.5); float scale = mix(u_ScaleSnapshot,u_Scale,timelerp); mat4 mScale = mat4( scale,0,0,0, 0,scale,0,0, 0,0,scale,0, 0,0,0,1); gl_Position = gl_ModelViewProjectionMatrix * mScale * gl_Vertex; }