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authorDan Goodliffe <dan@randomdan.homeip.net>2024-04-07 19:38:18 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2024-04-07 19:38:18 +0100
commit97d4db588bfc4254e09e4305fb0525a04748f84e (patch)
tree049049622e338b3ad72d9b1639a51b65250caeba /gfx/gl/shaders/water.fs
parentCreate water squares/polygons only where required (diff)
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Stripped down water vertex and simplified shaders
Diffstat (limited to 'gfx/gl/shaders/water.fs')
-rw-r--r--gfx/gl/shaders/water.fs5
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);
}