X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_water.h;h=a62842adb3fab234de5d81b4ddddfc1f4698ed51;hb=5f01e7ab4aad052faad262b55404819dac3d25ce;hp=5d4a5d2eca2126bacf148802028b9f08bb3e61fb;hpb=a1056ed8198f0f5be0e0f341da8bd49aa6c47198;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_water.h b/shaders/scene_water.h index 5d4a5d2..a62842a 100644 --- 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" -" 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" -" 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" @@ -462,7 +461,7 @@ static struct vg_shader _shader_scene_water = { " vec2 ssuv = gl_FragCoord.xy*uInvRes;\n" " \n" " // Surface colour composite\n" -" float depthvalue = clamp( -world_water_depth( aCo )*(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"