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foliage windy shader
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
scene_water.fs
diff --git
a/shaders/scene_water.fs
b/shaders/scene_water.fs
index c40e246f917819b0b871ecf669dffa72966cd106..98875d06dab54885ca44b3e293b0d5947a976529 100644
(file)
--- a/
shaders/scene_water.fs
+++ b/
shaders/scene_water.fs
@@
-12,6
+12,7
@@
uniform vec3 uBoard1;
uniform vec3 uShoreColour;
uniform vec3 uOceanColour;
uniform vec3 uShoreColour;
uniform vec3 uOceanColour;
+#include "light_clearskies_stddef.glsl"
#include "common_scene.glsl"
#include "motion_vectors_fs.glsl"
#include "common_scene.glsl"
#include "motion_vectors_fs.glsl"
@@
-44,7
+45,7
@@
void main()
vec2 ssuv = gl_FragCoord.xy*uInvRes;
// Surface colour composite
vec2 ssuv = gl_FragCoord.xy*uInvRes;
// Surface colour composite
- float depthvalue = clamp( -world_water_depth(
aCo )*(1.0/25.0), 0.0,
1.0 );
+ float depthvalue = clamp( -world_water_depth(
aCo)*(1.0/25.0), 0.0,
1.0 );
vec2 world_coord = aCo.xz * 0.008;
vec4 time_offsets = vec4( uTime ) * vec4( 0.008, 0.006, 0.003, 0.03 );
vec2 world_coord = aCo.xz * 0.008;
vec4 time_offsets = vec4( uTime ) * vec4( 0.008, 0.006, 0.003, 0.03 );