X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fwater.h;fp=shaders%2Fwater.h;h=8a1d4df962f0e37088a409dd4cf231f1392f76fb;hb=6d66c67945f84476d6ac75a0497007cc30bcf58c;hp=2cdc2719dbd6a5f8dc16fe5b82d03377dae5c3b1;hpb=d8b8c566831e15ef061a66409e1219f44a82097a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/water.h b/shaders/water.h index 2cdc271..8a1d4df 100644 --- 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 vec3 aWorldCo;\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" +" aWorldCo = world_pos;\n" "}\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 vec3 aWorldCo;\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" -" vec3 sample_pos = aCo + vdir;\n" +" vec3 sample_pos = aWorldCo + vdir;\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" -"#line 18 0 \n" +"#line 19 0 \n" "\n" "vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n" " vec4 beneath, vec4 above )\n"