X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_water.fs;h=22aa665e3f5e00885e99976b9d0931f2efe243de;hb=ca35eceae3abfcfb9ba266d6ea8e664bc06b0a3e;hp=645569900d14dd1ab6fb6d016584730f196c470f;hpb=192990d6d24e53749ca046fef808a63cf162ab8a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_water.fs b/shaders/scene_water.fs index 6455699..22aa665 100644 --- a/shaders/scene_water.fs +++ b/shaders/scene_water.fs @@ -12,12 +12,6 @@ uniform vec3 uBoard1; uniform vec3 uShoreColour; uniform vec3 uOceanColour; -in vec2 aUv; -in vec4 aNorm; -in vec3 aCo; -in vec3 aWorldCo; -flat in ivec4 aLights; - #include "common_scene.glsl" #include "motion_vectors_fs.glsl" @@ -33,7 +27,7 @@ vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3; // Depth - float depthblend = pow( beneath.a,0.8 ); + float depthblend = pow( beneath.r, 0.8 ); // Composite vec3 vsurface = mix(surface_tint, above.rgb, ffresnel ); @@ -50,7 +44,7 @@ void main() vec2 ssuv = gl_FragCoord.xy*uInvRes; // 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 ); @@ -78,4 +72,5 @@ void main() vec4 vsurface = water_surf( halfview, surfnorm, depthvalue, beneath, above ); vsurface.a -= fdist; oColour = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband ); + oColour.rgb = scene_compute_lighting( oColour.rgb, aNorm.xyz, aWorldCo ); }