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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.vs
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.vs')
-rw-r--r--gfx/gl/shaders/water.vs12
1 files changed, 6 insertions, 6 deletions
diff --git a/gfx/gl/shaders/water.vs b/gfx/gl/shaders/water.vs
index f6c7c8f..34c4700 100644
--- a/gfx/gl/shaders/water.vs
+++ b/gfx/gl/shaders/water.vs
@@ -1,7 +1,8 @@
#version 330 core
-include(`meshIn.glsl')
-include(`materialInterface.glsl')
+layout(location = 0) in ivec3 position;
+out vec3 FragPos;
+out vec2 TexCoords;
uniform mat4 viewProjection;
uniform ivec3 viewPoint;
@@ -10,12 +11,11 @@ uniform float waves;
void
main()
{
- 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);
+ vec3 wpos = vec3(position.x + (cos(waves) * 1000.0), position.y + (cos(waves * 1.4) * 1000.0),
+ cos(waves + (position.x / 1000000) + (position.y / 8000)) * 300.0);
FragPos = vec3(wpos.xy, position.z);
- TexCoords = texCoord;
- Normal = normal;
+ TexCoords = position.xy / 8192;
gl_Position = viewProjection * vec4(wpos - viewPoint, 1.0);
}