summaryrefslogtreecommitdiff
path: root/gfx/gl/shaders/water.vs
diff options
context:
space:
mode:
authorDan Goodliffe <dan@randomdan.homeip.net>2023-11-13 00:17:11 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2023-11-13 00:17:11 +0000
commit356e874050e5ad5af87b04a2bb01ce34a86640bb (patch)
treec3f2a5d548340821378f6d79b03c81bd63382282 /gfx/gl/shaders/water.vs
parentRefactor BufferedLocationT to use a callback (diff)
downloadilt-356e874050e5ad5af87b04a2bb01ce34a86640bb.tar.bz2
ilt-356e874050e5ad5af87b04a2bb01ce34a86640bb.tar.xz
ilt-356e874050e5ad5af87b04a2bb01ce34a86640bb.zip
Send position and rotation matrix to GPU separately
Diffstat (limited to 'gfx/gl/shaders/water.vs')
-rw-r--r--gfx/gl/shaders/water.vs7
1 files changed, 4 insertions, 3 deletions
diff --git a/gfx/gl/shaders/water.vs b/gfx/gl/shaders/water.vs
index a21b49f..014499f 100644
--- a/gfx/gl/shaders/water.vs
+++ b/gfx/gl/shaders/water.vs
@@ -4,17 +4,18 @@ include(`meshIn.glsl')
include(`materialInterface.glsl')
uniform mat4 viewProjection;
+uniform vec3 viewPoint;
uniform vec3 waves;
void
main()
{
- vec4 wpos = vec4(position.x + cos(waves.x), position.y + cos(waves.x * waves.y / 2),
- cos(waves.x + position.x + (position.y / 8)) * .3, 1.0);
+ 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);
FragPos = vec3(wpos.xy, position.z);
TexCoords = texCoord;
Normal = normal;
- gl_Position = viewProjection * wpos;
+ gl_Position = viewProjection * vec4(wpos - viewPoint, 1.0);
}