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author | Paramat <paramat@users.noreply.github.com> | 2019-03-27 00:18:43 +0000 |
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committer | GitHub <noreply@github.com> | 2019-03-27 00:18:43 +0000 |
commit | 42e1a127140965cac1be6e51e48192e341c2a29e (patch) | |
tree | 9c1d824e6b70838a13afa4870f219108d4d97899 /client/shaders | |
parent | 5e7662ca168b47ed3e81901d53bff2eb712f571c (diff) | |
download | minetest-42e1a127140965cac1be6e51e48192e341c2a29e.tar.gz minetest-42e1a127140965cac1be6e51e48192e341c2a29e.tar.bz2 minetest-42e1a127140965cac1be6e51e48192e341c2a29e.zip |
Require 'waving = 3' in a nodedef to apply the liquid waving shader (#8418)
Makes the liquid waving shader per-nodedef like waving leaves/plants,
instead of being applied to all liquids.
Like the waving leaves/plants shaders, the liquid waving shader can
also be applied to meshes and nodeboxes.
Derived from a PR by t0ny2.
Diffstat (limited to 'client/shaders')
-rw-r--r-- | client/shaders/nodes_shader/opengl_vertex.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/client/shaders/nodes_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl index 54b569c5e..f1e63d5d9 100644 --- a/client/shaders/nodes_shader/opengl_vertex.glsl +++ b/client/shaders/nodes_shader/opengl_vertex.glsl @@ -68,7 +68,7 @@ float disp_z; #endif -#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER +#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && ENABLE_WAVING_WATER vec4 pos = gl_Vertex; pos.y -= 2.0; float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH); |