From 356e874050e5ad5af87b04a2bb01ce34a86640bb Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Mon, 13 Nov 2023 00:17:11 +0000 Subject: Send position and rotation matrix to GPU separately --- gfx/gl/shaders/water.vs | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) (limited to 'gfx/gl/shaders/water.vs') diff --git a/gfx/gl/shaders/water.vs b/gfx/gl/shaders/water.vs index a21b49f..014499f 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 viewPoint; uniform vec3 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.x), position.y + cos(waves.x * waves.y / 2), + cos(waves.x + position.x + (position.y / 8)) * .3); FragPos = vec3(wpos.xy, position.z); TexCoords = texCoord; Normal = normal; - gl_Position = viewProjection * wpos; + gl_Position = viewProjection * vec4(wpos - viewPoint, 1.0); } -- cgit v1.2.3 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 From 4e6f8db35ddc8fd3f310bb5616d257b5f9996d94 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sun, 3 Dec 2023 12:37:46 +0000 Subject: Shader viewPoint now an integer --- gfx/gl/shaders/water.vs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'gfx/gl/shaders/water.vs') diff --git a/gfx/gl/shaders/water.vs b/gfx/gl/shaders/water.vs index 03eabb2..f609d9e 100644 --- a/gfx/gl/shaders/water.vs +++ b/gfx/gl/shaders/water.vs @@ -4,7 +4,7 @@ include(`meshIn.glsl') include(`materialInterface.glsl') uniform mat4 viewProjection; -uniform vec3 viewPoint; +uniform ivec3 viewPoint; uniform vec3 waves; void -- cgit v1.2.3 From 8635bb43078dec951da63e3a4442f6a2f70ac686 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Mon, 1 Jan 2024 11:36:26 +0000 Subject: Simplify and 'fix' the wave cycle --- gfx/gl/shaders/water.vs | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'gfx/gl/shaders/water.vs') diff --git a/gfx/gl/shaders/water.vs b/gfx/gl/shaders/water.vs index f609d9e..f6c7c8f 100644 --- a/gfx/gl/shaders/water.vs +++ b/gfx/gl/shaders/water.vs @@ -5,13 +5,13 @@ include(`materialInterface.glsl') uniform mat4 viewProjection; uniform ivec3 viewPoint; -uniform vec3 waves; +uniform float waves; void main() { - 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); + 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; -- cgit v1.2.3