From 97d4db588bfc4254e09e4305fb0525a04748f84e Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sun, 7 Apr 2024 19:38:18 +0100 Subject: Stripped down water vertex and simplified shaders --- gfx/gl/shaders/water.vs | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) (limited to 'gfx/gl/shaders/water.vs') diff --git a/gfx/gl/shaders/water.vs b/gfx/gl/shaders/water.vs index f6c7c8f..34c4700 100644 --- a/gfx/gl/shaders/water.vs +++ b/gfx/gl/shaders/water.vs @@ -1,7 +1,8 @@ #version 330 core -include(`meshIn.glsl') -include(`materialInterface.glsl') +layout(location = 0) in ivec3 position; +out vec3 FragPos; +out vec2 TexCoords; uniform mat4 viewProjection; uniform ivec3 viewPoint; @@ -10,12 +11,11 @@ uniform float waves; void main() { - vec3 wpos = vec3(position.x + (cos(waves) * 1000.0), position.y + (cos(waves * 0 / 2) * 1000.0), - cos(waves + (position.x / 1000000.0) + (position.y / 8000.0)) * 300.0); + vec3 wpos = vec3(position.x + (cos(waves) * 1000.0), position.y + (cos(waves * 1.4) * 1000.0), + cos(waves + (position.x / 1000000) + (position.y / 8000)) * 300.0); FragPos = vec3(wpos.xy, position.z); - TexCoords = texCoord; - Normal = normal; + TexCoords = position.xy / 8192; gl_Position = viewProjection * vec4(wpos - viewPoint, 1.0); } -- cgit v1.2.3