Replaces deprecated in GLSL 1.30 gl_TexCoord by varying in water shaders.
This was SVN commit r27203.
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@ -62,8 +62,8 @@ void main()
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fresnel = pow(1.0 - ndotv, 0.8); // A rather random Fresnel approximation
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//refrCoords = (0.5*gl_TexCoord[2].xy - 0.8*waviness*n.xz) / gl_TexCoord[2].w + 0.5; // Unbias texture coords
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//reflCoords = (0.5*gl_TexCoord[1].xy + waviness*n.xz) / gl_TexCoord[1].w + 0.5; // Unbias texture coords
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//refrCoords = (0.5*v_tex2.xy - 0.8*waviness*n.xz) / v_tex2.w + 0.5; // Unbias texture coords
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//reflCoords = (0.5*v_tex.xy + waviness*n.xz) / v_tex.w + 0.5; // Unbias texture coords
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//vec3 dir = normalize(v + vec3(waviness*n.x, 0.0, waviness*n.z));
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@ -8,18 +8,19 @@ uniform float width;
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varying float ttime;
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varying vec2 normal;
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varying vec2 v_tex;
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void main()
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{
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vec4 Tex = texture2D(waveTex, -gl_TexCoord[0].xy/8.0).rbga;
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vec4 Tex = texture2D(waveTex, -v_tex.xy/8.0).rbga;
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Tex.rgb -= vec3(0.5,0.0,0.5);
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Tex.rb *= -1.0;
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float halfwidth = (width-1.0) / 2.0;
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float forceAlpha = min(1.0,2.0-abs(gl_TexCoord[0].x-halfwidth)/(halfwidth/2.0));
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float val = min(1.0,gl_TexCoord[0].y);
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float forceAlpha = min(1.0,2.0-abs(v_tex.x-halfwidth)/(halfwidth/2.0));
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float val = min(1.0,v_tex.y);
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forceAlpha *= val;
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float timeAlpha = 1.0 - clamp((ttime - 6.0)/4.0,0.0,1.0);
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@ -34,8 +35,8 @@ void main()
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Tex.r = norm.x * normal.x - norm.y * normal.x;
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Tex.b = norm.x * normal.y + norm.y * normal.y;
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vec3 foam = texture2D(foamTex, -gl_TexCoord[0].xy/vec2(2.5,7.0) + vec2(0.05,-0.3)*-cos(ttime/2.0)).rbg;
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foam *= texture2D(foamTex, -gl_TexCoord[0].xy/5.0 + vec2(0.8,-0.8) + vec2(-0.05,-0.25)*-cos(ttime/2.0)*1.2).rbg;
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vec3 foam = texture2D(foamTex, -v_tex.xy/vec2(2.5,7.0) + vec2(0.05,-0.3)*-cos(ttime/2.0)).rbg;
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foam *= texture2D(foamTex, -v_tex.xy/5.0 + vec2(0.8,-0.8) + vec2(-0.05,-0.25)*-cos(ttime/2.0)*1.2).rbg;
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Tex.g = foamAlpha * clamp(foam.r * 3.0, 0.0, 1.0) * 0.4;
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gl_FragColor = Tex;
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@ -17,11 +17,12 @@ uniform mat4 transform;
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varying float ttime;
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varying vec2 normal;
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varying vec2 v_tex;
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void main()
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{
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normal = a_normal;
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gl_TexCoord[0].xy = a_uv0.xy;
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v_tex = a_uv0.xy;
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float tttime = mod(time + translation ,10.0);
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ttime = tttime;
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