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more db stuff
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
water.h
diff --git
a/shaders/water.h
b/shaders/water.h
index 2cdc2719dbd6a5f8dc16fe5b82d03377dae5c3b1..8a1d4df962f0e37088a409dd4cf231f1392f76fb 100644
(file)
--- a/
shaders/water.h
+++ b/
shaders/water.h
@@
-23,14
+23,17
@@
static struct vg_shader _shader_water = {
"out vec2 aUv;\n"
"out vec3 aNorm;\n"
"out vec3 aCo;\n"
"out vec2 aUv;\n"
"out vec3 aNorm;\n"
"out vec3 aCo;\n"
+"out vec3 aWorldCo;\n"
"\n"
"void main()\n"
"{\n"
"\n"
"void main()\n"
"{\n"
-" gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );\n"
+" vec3 world_pos = uMdl * vec4(a_co,1.0);\n"
+" gl_Position = uPv * vec4( world_pos, 1.0 );\n"
" aColour = a_colour;\n"
" aUv = a_uv;\n"
" aNorm = mat3(uMdl) * a_norm;\n"
" aCo = a_co;\n"
" aColour = a_colour;\n"
" aUv = a_uv;\n"
" aNorm = mat3(uMdl) * a_norm;\n"
" aCo = a_co;\n"
+" aWorldCo = world_pos;\n"
"}\n"
""},
.fs =
"}\n"
""},
.fs =
@@
-52,6
+55,7
@@
static struct vg_shader _shader_water = {
"in vec2 aUv;\n"
"in vec3 aNorm;\n"
"in vec3 aCo;\n"
"in vec2 aUv;\n"
"in vec3 aNorm;\n"
"in vec3 aCo;\n"
+"in vec3 aWorldCo;\n"
"\n"
"#line 1 1 \n"
"layout (std140) uniform ub_world_lighting\n"
"\n"
"#line 1 1 \n"
"layout (std140) uniform ub_world_lighting\n"
@@
-106,7
+110,7
@@
static struct vg_shader _shader_water = {
"\n"
"float shadow_sample( vec3 vdir )\n"
"{\n"
"\n"
"float shadow_sample( vec3 vdir )\n"
"{\n"
-" vec3 sample_pos = aCo + vdir;\n"
+" vec3 sample_pos = a
World
Co + vdir;\n"
" float height_sample = world_depth_sample( sample_pos );\n"
"\n"
" float fdelta = height_sample - sample_pos.y;\n"
" float height_sample = world_depth_sample( sample_pos );\n"
"\n"
" float fdelta = height_sample - sample_pos.y;\n"
@@
-151,7
+155,7
@@
static struct vg_shader _shader_water = {
" return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
"}\n"
"\n"
" return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
"}\n"
"\n"
-"#line 1
8
0 \n"
+"#line 1
9
0 \n"
"\n"
"vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n"
" vec4 beneath, vec4 above )\n"
"\n"
"vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n"
" vec4 beneath, vec4 above )\n"