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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-04-07 23:43:50 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-04-07 23:43:50 +0100 |
commit | c9af4856e1849cb7cd97e6ac85fc2aa048c8fd1d (patch) | |
tree | 1cb1de6865c0c35e2c35fcd6e2b5610b0eedd8ab /gfx/gl/shaders | |
parent | Stripped down water vertex and simplified shaders (diff) | |
download | ilt-c9af4856e1849cb7cd97e6ac85fc2aa048c8fd1d.tar.bz2 ilt-c9af4856e1849cb7cd97e6ac85fc2aa048c8fd1d.tar.xz ilt-c9af4856e1849cb7cd97e6ac85fc2aa048c8fd1d.zip |
Fix water texture wrapper in light of large position values
Diffstat (limited to 'gfx/gl/shaders')
-rw-r--r-- | gfx/gl/shaders/water.vs | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/gfx/gl/shaders/water.vs b/gfx/gl/shaders/water.vs index 34c4700..58bf7b6 100644 --- a/gfx/gl/shaders/water.vs +++ b/gfx/gl/shaders/water.vs @@ -15,7 +15,7 @@ main() cos(waves + (position.x / 1000000) + (position.y / 8000)) * 300.0); FragPos = vec3(wpos.xy, position.z); - TexCoords = position.xy / 8192; + TexCoords = (position.xy / 8192) - (viewPoint.xy / 8192); gl_Position = viewProjection * vec4(wpos - viewPoint, 1.0); } |