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-rw-r--r--gfx/gl/shaders/water.fs5
-rw-r--r--gfx/gl/shaders/water.vs12
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);
}