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shader vacuuming
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
scene_water_fast.fs
diff --git
a/shaders/scene_water_fast.fs
b/shaders/scene_water_fast.fs
index 81a4b021754e6561f17403e517394cb8552288de..e7cbc487565af8f85230e54ed9ca84d7afec2153 100644
(file)
--- a/
shaders/scene_water_fast.fs
+++ b/
shaders/scene_water_fast.fs
@@
-36,7
+36,7
@@
void main()
compute_motion_vectors();
// Surface colour composite
compute_motion_vectors();
// Surface colour composite
- float depthvalue = clamp( -world_
depth_sample
( 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 );