const float R = 2.; const float PI = 3.14159265; const float TWOPI = 2.*PI; uniform float N; uniform float K; // uniform float M; uniform float Timer; uniform float Peristaltic; uniform float Speed; varying vec4 Color; varying float LightIntensity; void main( void ) { const float PI = 3.14159265; const float HALFWIDTH = 0.10; Color = gl_Color; vec3 vertex = gl_Vertex.xyz; float t = .5 * ( vertex.x + 1. ); // change [-1.,1.] to [0.,1.] float time = fract( Speed*Timer ); if( time-HALFWIDTH <= t && t <= time+HALFWIDTH ) { float mag = 1. + Peristaltic * ( 1. + cos( PI*(t-time)/HALFWIDTH ) ) / 2.; vertex.yz *= vec2(mag,mag); } float x = R*cos( TWOPI*N*t ); float y = R*sin( TWOPI*N*t ); float z = K * t; float xd = -R*TWOPI*N*sin( TWOPI*N*t ); float yd = R*TWOPI*N*cos( TWOPI*N*t ); float zd = K; float xdd = -( TWOPI*TWOPI*N*N ) * x; float ydd = -( TWOPI*TWOPI*N*N ) * y; float zdd = 0.; vec3 T = normalize( vec3(xd,yd,zd) ); vec3 B = normalize( cross( vec3(xd,yd,zd), vec3(xdd,ydd,zdd) ) ); vec3 N = normalize( cross(B,T) ); vec3 xyz = vec3( 0., vertex.y, vertex.z ); float xp = dot( vec3(T.x,N.x,B.x), xyz ); float yp = dot( vec3(T.y,N.y,B.y), xyz ); float zp = dot( vec3(T.z,N.z,B.z), xyz ); vec3 newposition = vec3( x+xp, y+yp, z+zp ); vec3 tpos = vec3( gl_ModelViewMatrix * vec4( newposition, 1. ) ); float nxp = dot( T, gl_Normal ); float nyp = dot( N, gl_Normal ); float nzp = dot( B, gl_Normal ); vec3 newnormal = vec3(nxp,nyp,nzp); vec3 tnorm = normalize( gl_NormalMatrix * newnormal ); vec3 LightPos = vec3( 5., 5., 10. ); LightIntensity = dot( normalize(LightPos - tpos), tnorm ); LightIntensity = abs( LightIntensity ); // LightIntensity *= 1.5; gl_Position = gl_ModelViewProjectionMatrix * vec4( newposition, 1. ); }