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authorDan Goodliffe <dan@randomdan.homeip.net>2021-11-16 00:07:48 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2021-11-16 00:07:48 +0000
commitb7fadd730a78671a0eaf55c36df24c04661ef2c3 (patch)
treea9d5bce62b3c6e42008d7e0f637665aa97b73764 /gfx/gl/shaders
parentDon't write null value for pointers (diff)
downloadilt-b7fadd730a78671a0eaf55c36df24c04661ef2c3.tar.bz2
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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.vs2
-rw-r--r--gfx/gl/shaders/waterShader.vs6
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;
}