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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.vs
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.vs')
-rw-r--r--gfx/gl/shaders/waterShader.vs23
1 files changed, 13 insertions, 10 deletions
diff --git a/gfx/gl/shaders/waterShader.vs b/gfx/gl/shaders/waterShader.vs
index bc4b7fc..fe9206f 100644
--- a/gfx/gl/shaders/waterShader.vs
+++ b/gfx/gl/shaders/waterShader.vs
@@ -4,19 +4,22 @@ in vec3 position;
in vec2 texCoord;
in vec3 normal;
-out vec2 texCoord0;
-out float depth;
+out vec3 FragPos;
+out vec2 TexCoords;
+out vec3 Normal;
uniform mat4 viewProjection;
uniform vec3 waves;
-void main()
+void
+main()
{
- 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);
- gl_Position = viewProjection * vec4(wpos, 1.0);
- texCoord0 = texCoord;
- depth = position.z;
+ 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);
+
+ FragPos = vec3(wpos.xy, position.z);
+ TexCoords = texCoord;
+ Normal = normal;
+
+ gl_Position = viewProjection * wpos;
}