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authorDan Goodliffe <dan@randomdan.homeip.net>2026-01-31 02:51:16 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2026-01-31 02:51:16 +0000
commitbc0958cc863083b4082161bf12456fdf28ab1c77 (patch)
treef970782f232d86325f14a36b83125791f24335af /gfx/gl/shaders/water.frag
parentInitial commit using tesselation shader to create curves (diff)
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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.frag16
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);
+}