From 3b791f79bf53e481d053ea4516eedce8be3423bf Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Tue, 1 Nov 2022 19:12:04 +0000 Subject: Switch to a deferred lighting based render pipeline Tidy-up required. --- gfx/gl/shaders/waterShader.vs | 23 +++++++++++++---------- 1 file changed, 13 insertions(+), 10 deletions(-) (limited to 'gfx/gl/shaders/waterShader.vs') diff --git a/gfx/gl/shaders/waterShader.vs b/gfx/gl/shaders/waterShader.vs index bc4b7fc..fe9206f 100644 --- a/gfx/gl/shaders/waterShader.vs +++ b/gfx/gl/shaders/waterShader.vs @@ -4,19 +4,22 @@ in vec3 position; in vec2 texCoord; in vec3 normal; -out vec2 texCoord0; -out float depth; +out vec3 FragPos; +out vec2 TexCoords; +out vec3 Normal; uniform mat4 viewProjection; uniform vec3 waves; -void main() +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); - gl_Position = viewProjection * vec4(wpos, 1.0); - texCoord0 = texCoord; - depth = position.z; + 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); + + FragPos = vec3(wpos.xy, position.z); + TexCoords = texCoord; + Normal = normal; + + gl_Position = viewProjection * wpos; } -- cgit v1.2.3