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authorDan Goodliffe <dan@randomdan.homeip.net>2023-11-15 01:29:24 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2023-11-15 01:29:24 +0000
commit685b33980cc7a346574b24732464f0cbe3115a1f (patch)
tree048db87ad645f54285f0880d20b8acf81f65fea9 /gfx/gl/shaders/water.vs
parentSend position and rotation matrix to GPU separately (diff)
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Switch to millimeters for spatial units
Mostly a case of changing far too many magic numbers, something else to fix I guess. I probably missed something. Also there's some hackery when loading 3D models, which are still assumed to be in metres.
Diffstat (limited to 'gfx/gl/shaders/water.vs')
-rw-r--r--gfx/gl/shaders/water.vs4
1 files changed, 2 insertions, 2 deletions
diff --git a/gfx/gl/shaders/water.vs b/gfx/gl/shaders/water.vs
index 014499f..03eabb2 100644
--- a/gfx/gl/shaders/water.vs
+++ b/gfx/gl/shaders/water.vs
@@ -10,8 +10,8 @@ uniform vec3 waves;
void
main()
{
- vec3 wpos = vec3(position.x + cos(waves.x), position.y + cos(waves.x * waves.y / 2),
- cos(waves.x + position.x + (position.y / 8)) * .3);
+ vec3 wpos = vec3(position.x + (cos(waves.x) * 1000.0), position.y + (cos(waves.x * waves.y / 2) * 1000.0),
+ cos(waves.x + (position.x / 1000.0) + (position.y * 125.0)) * 300.0);
FragPos = vec3(wpos.xy, position.z);
TexCoords = texCoord;