Graphics Reference
In-Depth Information
Exercise 33.2:
Write a vertex shader that alters the
x
-coordinate of each sur-
face point as a sinusoidal function of
y
and
time
(which you'll need to pass to the
shader from the host program, which will get the time from the system clock).
You'll write something like
gl_Position.x += sin(k1
*
gl_Position.y - k2
*
t);
which will produce waves of wavelength
2
k
1
, moving with velocity
2
k
2
.
Exercise 33.3:
Write a vertex shader that draws each triangle in a different
(flat) color, specified by the host program. This can be very useful for debugging.