From 43fcfbfe05578d7471d40c8c087fd04e24b264b5 Mon Sep 17 00:00:00 2001 From: RealBadAngel Date: Sun, 14 Jun 2015 21:13:36 +0200 Subject: Improved parallax mapping. Generate heightmaps on the fly. --- client/shaders/water_surface_shader/opengl_vertex.glsl | 17 ++++++++++------- 1 file changed, 10 insertions(+), 7 deletions(-) (limited to 'client/shaders/water_surface_shader/opengl_vertex.glsl') diff --git a/client/shaders/water_surface_shader/opengl_vertex.glsl b/client/shaders/water_surface_shader/opengl_vertex.glsl index 6e70bbc36..53678800d 100644 --- a/client/shaders/water_surface_shader/opengl_vertex.glsl +++ b/client/shaders/water_surface_shader/opengl_vertex.glsl @@ -18,20 +18,23 @@ varying vec3 tsLightVec; const float e = 2.718281828459; const float BS = 10.0; -float smoothCurve( float x ) { - return x * x *( 3.0 - 2.0 * x ); +float smoothCurve(float x) +{ + return x * x * (3.0 - 2.0 * x); } -float triangleWave( float x ) { - return abs( fract( x + 0.5 ) * 2.0 - 1.0 ); +float triangleWave(float x) +{ + return abs(fract( x + 0.5 ) * 2.0 - 1.0); } -float smoothTriangleWave( float x ) { - return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0; +float smoothTriangleWave(float x) +{ + return smoothCurve(triangleWave( x )) * 2.0 - 1.0; } void main(void) { gl_TexCoord[0] = gl_MultiTexCoord0; - + #if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER vec4 pos = gl_Vertex; pos.y -= 2.0; -- cgit v1.2.3