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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-04-07 19:38:18 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-04-07 19:38:18 +0100 |
commit | 97d4db588bfc4254e09e4305fb0525a04748f84e (patch) | |
tree | 049049622e338b3ad72d9b1639a51b65250caeba /gfx/gl | |
parent | Create water squares/polygons only where required (diff) | |
download | ilt-97d4db588bfc4254e09e4305fb0525a04748f84e.tar.bz2 ilt-97d4db588bfc4254e09e4305fb0525a04748f84e.tar.xz ilt-97d4db588bfc4254e09e4305fb0525a04748f84e.zip |
Stripped down water vertex and simplified shaders
Diffstat (limited to 'gfx/gl')
-rw-r--r-- | gfx/gl/shaders/water.fs | 5 | ||||
-rw-r--r-- | gfx/gl/shaders/water.vs | 12 |
2 files changed, 9 insertions, 8 deletions
diff --git a/gfx/gl/shaders/water.fs b/gfx/gl/shaders/water.fs index 8891733..0918d9f 100644 --- a/gfx/gl/shaders/water.fs +++ b/gfx/gl/shaders/water.fs @@ -1,7 +1,8 @@ #version 330 core #extension GL_ARB_shading_language_420pack : enable -include(`materialInterface.glsl') +in vec3 FragPos; +in vec2 TexCoords; include(`materialOut.glsl') uniform sampler2D texture0; @@ -10,7 +11,7 @@ void main() { gPosition = ivec4(FragPos, 1); - gNormal = vec4(Normal, 1); + gNormal = vec4(0, 0, 1, 1); gAlbedoSpec = texture(texture0, TexCoords); gAlbedoSpec.a *= clamp(-FragPos.z * .0007, .1, 1.0); } diff --git a/gfx/gl/shaders/water.vs b/gfx/gl/shaders/water.vs index f6c7c8f..34c4700 100644 --- a/gfx/gl/shaders/water.vs +++ b/gfx/gl/shaders/water.vs @@ -1,7 +1,8 @@ #version 330 core -include(`meshIn.glsl') -include(`materialInterface.glsl') +layout(location = 0) in ivec3 position; +out vec3 FragPos; +out vec2 TexCoords; uniform mat4 viewProjection; uniform ivec3 viewPoint; @@ -10,12 +11,11 @@ uniform float waves; void main() { - vec3 wpos = vec3(position.x + (cos(waves) * 1000.0), position.y + (cos(waves * 0 / 2) * 1000.0), - cos(waves + (position.x / 1000000.0) + (position.y / 8000.0)) * 300.0); + vec3 wpos = vec3(position.x + (cos(waves) * 1000.0), position.y + (cos(waves * 1.4) * 1000.0), + cos(waves + (position.x / 1000000) + (position.y / 8000)) * 300.0); FragPos = vec3(wpos.xy, position.z); - TexCoords = texCoord; - Normal = normal; + TexCoords = position.xy / 8192; gl_Position = viewProjection * vec4(wpos - viewPoint, 1.0); } |