From 685b33980cc7a346574b24732464f0cbe3115a1f Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Wed, 15 Nov 2023 01:29:24 +0000 Subject: Switch to millimeters for spatial units Mostly a case of changing far too many magic numbers, something else to fix I guess. I probably missed something. Also there's some hackery when loading 3D models, which are still assumed to be in metres. --- gfx/gl/shaders/water.vs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'gfx/gl/shaders/water.vs') diff --git a/gfx/gl/shaders/water.vs b/gfx/gl/shaders/water.vs index 014499f..03eabb2 100644 --- a/gfx/gl/shaders/water.vs +++ b/gfx/gl/shaders/water.vs @@ -10,8 +10,8 @@ uniform vec3 waves; void main() { - vec3 wpos = vec3(position.x + cos(waves.x), position.y + cos(waves.x * waves.y / 2), - cos(waves.x + position.x + (position.y / 8)) * .3); + vec3 wpos = vec3(position.x + (cos(waves.x) * 1000.0), position.y + (cos(waves.x * waves.y / 2) * 1000.0), + cos(waves.x + (position.x / 1000.0) + (position.y * 125.0)) * 300.0); FragPos = vec3(wpos.xy, position.z); TexCoords = texCoord; -- cgit v1.2.3