X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fgpos.fs;fp=shaders%2Fgpos.fs;h=0000000000000000000000000000000000000000;hb=aa4c26eae2208872824e0eb5b71bc05c16d43242;hp=d76f6e4441a1cba10278856de68f822c4ca2bc9d;hpb=3e8fda9c7cbc50d1ae95195905c953bdeedf71b9;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/gpos.fs b/shaders/gpos.fs deleted file mode 100644 index d76f6e4..0000000 --- a/shaders/gpos.fs +++ /dev/null @@ -1,33 +0,0 @@ -out vec4 FragColor; - -uniform vec3 uCamera; -uniform vec3 uBoard0; -uniform vec3 uBoard1; - -in vec4 aColour; -in vec2 aUv; -in vec3 aNorm; -in vec3 aCo; -in vec3 aWorldCo; - -#include "common_world.glsl" - -// Water blending -// ============== - -float water_depth( vec3 pos, vec3 halfview ) -{ - vec3 pnorm = g_water_plane.xyz; - float pdist = g_water_plane.w; - - float d = dot( pnorm, halfview ); - float t = dot((pnorm*pdist - pos), pnorm) / d; - return t * g_water_fog; -} - -void main() -{ - vec3 halfview = normalize( uCamera - aCo ); - vec3 world_pos = vec3( aCo.y, aCo.x, aCo.z ); - FragColor = vec4( world_pos, water_depth( aCo, halfview ) ); -}