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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-02-20 01:01:42 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-02-20 01:06:47 +0000 |
commit | d8c0bee891a9bc30bebcd5682bdba4d5b21cfd5b (patch) | |
tree | 0272b77e896819efabe7c77db388d562d78da86a /gfx/gl/shaders/waterShader.vs | |
parent | Custom land and water shaders (diff) | |
download | ilt-d8c0bee891a9bc30bebcd5682bdba4d5b21cfd5b.tar.bz2 ilt-d8c0bee891a9bc30bebcd5682bdba4d5b21cfd5b.tar.xz ilt-d8c0bee891a9bc30bebcd5682bdba4d5b21cfd5b.zip |
Remove spare bits from shaders and tidy up
Diffstat (limited to 'gfx/gl/shaders/waterShader.vs')
-rw-r--r-- | gfx/gl/shaders/waterShader.vs | 7 |
1 files changed, 3 insertions, 4 deletions
diff --git a/gfx/gl/shaders/waterShader.vs b/gfx/gl/shaders/waterShader.vs index 55a0fb8..2efff85 100644 --- a/gfx/gl/shaders/waterShader.vs +++ b/gfx/gl/shaders/waterShader.vs @@ -8,16 +8,15 @@ out vec2 texCoord0; out float depth;
uniform mat4 viewProjection;
-uniform mat4 model;
uniform vec3 waves;
void main()
{
vec3 wpos = vec3(
position.x + cos(waves.x),
- cos(waves.x + position.x + (position.z / 7)) * .3,
- position.z + cos(waves.x * waves.z));
- gl_Position = viewProjection * model * vec4(wpos, 1.0);
+ cos(waves.x + position.x + (position.z / 8)) * .3,
+ position.z + cos(waves.x * waves.z / 2));
+ gl_Position = viewProjection * vec4(wpos, 1.0);
texCoord0 = texCoord;
depth = position.y;
}
|