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-rw-r--r--gfx/gl/shaders/water.vs9
1 files changed, 5 insertions, 4 deletions
diff --git a/gfx/gl/shaders/water.vs b/gfx/gl/shaders/water.vs
index a21b49f..f6c7c8f 100644
--- a/gfx/gl/shaders/water.vs
+++ b/gfx/gl/shaders/water.vs
@@ -4,17 +4,18 @@ include(`meshIn.glsl')
include(`materialInterface.glsl')
uniform mat4 viewProjection;
-uniform vec3 waves;
+uniform ivec3 viewPoint;
+uniform float waves;
void
main()
{
- 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);
+ 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);
FragPos = vec3(wpos.xy, position.z);
TexCoords = texCoord;
Normal = normal;
- gl_Position = viewProjection * wpos;
+ gl_Position = viewProjection * vec4(wpos - viewPoint, 1.0);
}