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authorDan Goodliffe <dan@randomdan.homeip.net>2023-12-17 12:14:35 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2023-12-17 12:14:35 +0000
commitcbc94ed8572cd4ea4e22ad5437b54eea055235d9 (patch)
tree8fe8d0016124f7e4fa19a72a6fe6c9ea48b6ab2c /gfx/gl/shaders/water.fs
parentUse a separate framebuffer for illumination phase (diff)
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Use 32bit integer texture for position render data
Diffstat (limited to 'gfx/gl/shaders/water.fs')
-rw-r--r--gfx/gl/shaders/water.fs2
1 files changed, 1 insertions, 1 deletions
diff --git a/gfx/gl/shaders/water.fs b/gfx/gl/shaders/water.fs
index 2ccc924..a0daa17 100644
--- a/gfx/gl/shaders/water.fs
+++ b/gfx/gl/shaders/water.fs
@@ -10,7 +10,7 @@ uniform vec3 waves;
void
main()
{
- gPosition = vec4(FragPos, 1);
+ gPosition = ivec4(FragPos, 1);
gNormal = vec4(Normal, 1);
gAlbedoSpec = texture(texture0, TexCoords);
gAlbedoSpec.a *= clamp(-FragPos.z * .0007, .1, 1.0);