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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-11-16 00:07:48 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-11-16 00:07:48 +0000 |
commit | b7fadd730a78671a0eaf55c36df24c04661ef2c3 (patch) | |
tree | a9d5bce62b3c6e42008d7e0f637665aa97b73764 /gfx/gl/shaders | |
parent | Don't write null value for pointers (diff) | |
download | ilt-b7fadd730a78671a0eaf55c36df24c04661ef2c3.tar.bz2 ilt-b7fadd730a78671a0eaf55c36df24c04661ef2c3.tar.xz ilt-b7fadd730a78671a0eaf55c36df24c04661ef2c3.zip |
Swap y,z axis
This was a pain... but all the coords make much more sense now and a lot of mystery negation has disappeared.
Diffstat (limited to 'gfx/gl/shaders')
-rw-r--r-- | gfx/gl/shaders/landmassShader.vs | 2 | ||||
-rw-r--r-- | gfx/gl/shaders/waterShader.vs | 6 |
2 files changed, 4 insertions, 4 deletions
diff --git a/gfx/gl/shaders/landmassShader.vs b/gfx/gl/shaders/landmassShader.vs index 44eed39..94d819d 100644 --- a/gfx/gl/shaders/landmassShader.vs +++ b/gfx/gl/shaders/landmassShader.vs @@ -15,5 +15,5 @@ void main() gl_Position = viewProjection * vec4(position, 1.0); texCoord0 = texCoord; normal0 = normal; - height = position.y; + height = position.z; } diff --git a/gfx/gl/shaders/waterShader.vs b/gfx/gl/shaders/waterShader.vs index 7a641b0..2bcedb4 100644 --- a/gfx/gl/shaders/waterShader.vs +++ b/gfx/gl/shaders/waterShader.vs @@ -14,9 +14,9 @@ void main() { vec3 wpos = vec3( position.x + cos(waves.x), - cos(waves.x + position.x + (position.z / 8)) * .3, - position.z + cos(waves.x * waves.z / 2)); + 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.y; + depth = position.z; } |