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[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
scene_water.h
diff --git
a/shaders/scene_water.h
b/shaders/scene_water.h
index f36b34ef1246b4394f59aa0b4f3e5e0eb67d388b..a62842adb3fab234de5d81b4ddddfc1f4698ed51 100644
(file)
--- a/
shaders/scene_water.h
+++ b/
shaders/scene_water.h
@@
-213,9
+213,8
@@
static struct vg_shader _shader_scene_water = {
"\n"
"float world_water_depth( vec3 pos )\n"
"{\n"
"\n"
"float world_water_depth( vec3 pos )\n"
"{\n"
-" vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
" float ref_depth = g_water_plane.y*g_water_plane.w;\n"
" float ref_depth = g_water_plane.y*g_water_plane.w;\n"
-" return
texture( g_world_depth, depth_coord ).g-
ref_depth;\n"
+" return
world_depth_sample( pos ) -
ref_depth;\n"
"}\n"
"\n"
"float shadow_sample( vec3 vdir )\n"
"}\n"
"\n"
"float shadow_sample( vec3 vdir )\n"
@@
-462,7
+461,7
@@
static struct vg_shader _shader_scene_water = {
" vec2 ssuv = gl_FragCoord.xy*uInvRes;\n"
" \n"
" // Surface colour composite\n"
" vec2 ssuv = gl_FragCoord.xy*uInvRes;\n"
" \n"
" // Surface colour composite\n"
-" float depthvalue = clamp( -world_water_depth(a
World
Co)*(1.0/25.0), 0.0,1.0 );\n"
+" float depthvalue = clamp( -world_water_depth(aCo)*(1.0/25.0), 0.0,1.0 );\n"
"\n"
" vec2 world_coord = aCo.xz * 0.008;\n"
" vec4 time_offsets = vec4( uTime ) * vec4( 0.008, 0.006, 0.003, 0.03 );\n"
"\n"
" vec2 world_coord = aCo.xz * 0.008;\n"
" vec4 time_offsets = vec4( uTime ) * vec4( 0.008, 0.006, 0.003, 0.03 );\n"