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forked from 0ad/0ad

Removes remaining after 6f3b4b31fd shadow calculations in water models.

This was SVN commit r24600.
This commit is contained in:
Vladislav Belov 2021-01-13 23:31:37 +00:00
parent a9c27b412b
commit 5b626246ae
2 changed files with 2 additions and 5 deletions

View File

@ -37,7 +37,6 @@ float fullDepth = 5.0; // Depth at which to use full murkiness (shallower water
varying vec4 worldPos;
varying vec4 v_tex;
varying vec4 v_shadow;
varying vec2 v_los;
void main()
@ -88,7 +87,7 @@ void main()
losMod = texture2D(losTex, v_los).a;
#if USE_SHADOW
float shadow = get_shadow(vec4(v_shadow.xy - 8*waviness*n.xz, v_shadow.zw));
float shadow = get_shadow();
float fresShadow = mix(fresnel, fresnel*shadow, dot(sunColor, vec3(0.16666)));
#else
float fresShadow = fresnel;

View File

@ -15,7 +15,6 @@ uniform float specularPower;
uniform vec3 specularColor;
varying vec4 v_tex;
varying vec4 v_shadow;
varying vec2 v_los;
varying vec3 v_half;
varying vec3 v_normal;
@ -35,7 +34,7 @@ void main()
vec3 specular = sunColor * specularColor * pow(max(0.0, dot(normalize(v_normal), v_half)), specularPower);
vec3 color = (texdiffuse.rgb * v_lighting + specular) * get_shadow();
color += texdiffuse.rgb * ambient;
color += texdiffuse.rgb * ambient;
#if !IGNORE_LOS
float los = texture2D(losTex, v_los).a;
@ -46,4 +45,3 @@ void main()
gl_FragColor.rgb = color;
gl_FragColor.a = texdiffuse.a;
}