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| author | Dan Goodliffe <dan@randomdan.homeip.net> | 2026-01-31 02:51:16 +0000 |
|---|---|---|
| committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2026-01-31 02:51:16 +0000 |
| commit | bc0958cc863083b4082161bf12456fdf28ab1c77 (patch) | |
| tree | f970782f232d86325f14a36b83125791f24335af /gfx/gl/shaders/water.frag | |
| parent | Initial commit using tesselation shader to create curves (diff) | |
| download | ilt-bc0958cc863083b4082161bf12456fdf28ab1c77.tar.bz2 ilt-bc0958cc863083b4082161bf12456fdf28ab1c77.tar.xz ilt-bc0958cc863083b4082161bf12456fdf28ab1c77.zip | |
Rename shader source in keeping with glsl expectations
Swaps name/type of generated files to match class names and source
files.
Diffstat (limited to 'gfx/gl/shaders/water.frag')
| -rw-r--r-- | gfx/gl/shaders/water.frag | 16 |
1 files changed, 16 insertions, 0 deletions
diff --git a/gfx/gl/shaders/water.frag b/gfx/gl/shaders/water.frag new file mode 100644 index 0000000..a09e754 --- /dev/null +++ b/gfx/gl/shaders/water.frag @@ -0,0 +1,16 @@ +#version 460 core + +in vec3 FragPos; +in vec2 TexCoords; +include(`materialOut.glsl') + +uniform sampler2D texture0; + +void +main() +{ + gPosition = ivec4(FragPos, 1); + gNormal = vec4(0, 0, 1, 1); + gAlbedoSpec = texture(texture0, TexCoords); + gAlbedoSpec.a *= clamp(-FragPos.z * .0007, .1, 1.0); +} |
