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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-04-07 19:38:18 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-04-07 19:38:18 +0100 |
commit | 97d4db588bfc4254e09e4305fb0525a04748f84e (patch) | |
tree | 049049622e338b3ad72d9b1639a51b65250caeba /gfx/gl/shaders/water.fs | |
parent | Create water squares/polygons only where required (diff) | |
download | ilt-97d4db588bfc4254e09e4305fb0525a04748f84e.tar.bz2 ilt-97d4db588bfc4254e09e4305fb0525a04748f84e.tar.xz ilt-97d4db588bfc4254e09e4305fb0525a04748f84e.zip |
Stripped down water vertex and simplified shaders
Diffstat (limited to 'gfx/gl/shaders/water.fs')
-rw-r--r-- | gfx/gl/shaders/water.fs | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/gfx/gl/shaders/water.fs b/gfx/gl/shaders/water.fs index 8891733..0918d9f 100644 --- a/gfx/gl/shaders/water.fs +++ b/gfx/gl/shaders/water.fs @@ -1,7 +1,8 @@ #version 330 core #extension GL_ARB_shading_language_420pack : enable -include(`materialInterface.glsl') +in vec3 FragPos; +in vec2 TexCoords; include(`materialOut.glsl') uniform sampler2D texture0; @@ -10,7 +11,7 @@ void main() { gPosition = ivec4(FragPos, 1); - gNormal = vec4(Normal, 1); + gNormal = vec4(0, 0, 1, 1); gAlbedoSpec = texture(texture0, TexCoords); gAlbedoSpec.a *= clamp(-FragPos.z * .0007, .1, 1.0); } |