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authorDan Goodliffe <dan@randomdan.homeip.net>2022-11-01 19:12:04 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2022-11-01 19:12:04 +0000
commit3b791f79bf53e481d053ea4516eedce8be3423bf (patch)
tree39817b0996eaa867c7f7abbc5dbd5cb706ecbaa5 /gfx/gl/shaders/waterShader.fs
parentSomewhat dirty but functional helper to save a texture (diff)
downloadilt-3b791f79bf53e481d053ea4516eedce8be3423bf.tar.bz2
ilt-3b791f79bf53e481d053ea4516eedce8be3423bf.tar.xz
ilt-3b791f79bf53e481d053ea4516eedce8be3423bf.zip
Switch to a deferred lighting based render pipeline
Tidy-up required.
Diffstat (limited to 'gfx/gl/shaders/waterShader.fs')
-rw-r--r--gfx/gl/shaders/waterShader.fs21
1 files changed, 15 insertions, 6 deletions
diff --git a/gfx/gl/shaders/waterShader.fs b/gfx/gl/shaders/waterShader.fs
index abfa532..d242566 100644
--- a/gfx/gl/shaders/waterShader.fs
+++ b/gfx/gl/shaders/waterShader.fs
@@ -1,13 +1,22 @@
#version 330 core
+#extension GL_ARB_shading_language_420pack : enable
-in vec2 texCoord0;
-in float depth;
+in vec3 FragPos;
+in vec2 TexCoords;
+in vec3 Normal;
-uniform sampler2D sampler;
+out vec4 gPosition;
+out vec4 gNormal;
+out vec4 gAlbedoSpec;
+
+uniform sampler2D texture0;
uniform vec3 waves;
-void main()
+void
+main()
{
- gl_FragColor = texture(sampler, texCoord0);
- gl_FragColor.a *= clamp(-depth * .7, .1, 1.0);
+ gPosition = vec4(FragPos, 1);
+ gNormal = vec4(Normal, 1);
+ gAlbedoSpec = texture(texture0, TexCoords);
+ gAlbedoSpec.a *= clamp(-FragPos.z * .7, .1, 1.0);
}