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authorDan Goodliffe <dan@randomdan.homeip.net>2026-03-10 01:33:39 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2026-03-10 01:33:39 +0000
commit61d6b49d5a4c5f58a2922a19a360e078a0aeacba (patch)
treec192508c15d880ccb84003f3494aa2e26d36324b /gfx/gl/shaders/water.frag
parentSpecialise glTexture::savePosition (diff)
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Switch to floating point, camera relative position buffer
Diffstat (limited to 'gfx/gl/shaders/water.frag')
-rw-r--r--gfx/gl/shaders/water.frag6
1 files changed, 3 insertions, 3 deletions
diff --git a/gfx/gl/shaders/water.frag b/gfx/gl/shaders/water.frag
index a09e754..86a8a87 100644
--- a/gfx/gl/shaders/water.frag
+++ b/gfx/gl/shaders/water.frag
@@ -1,6 +1,6 @@
#version 460 core
-in vec3 FragPos;
+in vec4 FragPos;
in vec2 TexCoords;
include(`materialOut.glsl')
@@ -9,8 +9,8 @@ uniform sampler2D texture0;
void
main()
{
- gPosition = ivec4(FragPos, 1);
+ gPosition = vec4(FragPos.xyz, 1);
gNormal = vec4(0, 0, 1, 1);
gAlbedoSpec = texture(texture0, TexCoords);
- gAlbedoSpec.a *= clamp(-FragPos.z * .0007, .1, 1.0);
+ gAlbedoSpec.a *= clamp(-FragPos.w * .0007, .1, 1.0);
}