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authorDan Goodliffe <dan@randomdan.homeip.net>2024-01-01 11:36:26 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2024-01-01 11:36:26 +0000
commit8635bb43078dec951da63e3a4442f6a2f70ac686 (patch)
tree59f39dbbfae61623279137671a9d31c8f419018d /gfx/gl/shaders/water.vs
parentTemplatise functions in maths.h using PositionND (diff)
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Simplify and 'fix' the wave cycle
Diffstat (limited to 'gfx/gl/shaders/water.vs')
-rw-r--r--gfx/gl/shaders/water.vs6
1 files changed, 3 insertions, 3 deletions
diff --git a/gfx/gl/shaders/water.vs b/gfx/gl/shaders/water.vs
index f609d9e..f6c7c8f 100644
--- a/gfx/gl/shaders/water.vs
+++ b/gfx/gl/shaders/water.vs
@@ -5,13 +5,13 @@ include(`materialInterface.glsl')
uniform mat4 viewProjection;
uniform ivec3 viewPoint;
-uniform vec3 waves;
+uniform float waves;
void
main()
{
- 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);
+ vec3 wpos = vec3(position.x + (cos(waves) * 1000.0), position.y + (cos(waves * 0 / 2) * 1000.0),
+ cos(waves + (position.x / 1000000.0) + (position.y / 8000.0)) * 300.0);
FragPos = vec3(wpos.xy, position.z);
TexCoords = texCoord;