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Etus

Sine function in Vertex Shader

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Hey, I started programming several days ago in the ARB Vertex Shader extension. I made some simple things, and now, I''d like to do water waves in a vertex shader. To do that, I need to use the sine function. How can I use it in a vertex shader? Thanks, Yuval

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I''m also beginnning with shaders and as far as i could
remember the old dos ages, you''d better use a lookup
table stored in a texture.

Hope it helps

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Guest Anonymous Poster
nVidia has a paper that shows code for several "missing" vertex shader functions. i''m using one of theirs that''s "higher precision than the Taylor-series cosine/sine, but faster than the separate high-precision cosine/sine computation" and i''m not finding any performance problems with it.

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