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path: root/client/shaders/water_surface_shader/opengl_vertex.glsl
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Diffstat (limited to 'client/shaders/water_surface_shader/opengl_vertex.glsl')
-rw-r--r--client/shaders/water_surface_shader/opengl_vertex.glsl20
1 files changed, 10 insertions, 10 deletions
diff --git a/client/shaders/water_surface_shader/opengl_vertex.glsl b/client/shaders/water_surface_shader/opengl_vertex.glsl
index 53678800d..7ae517d8a 100644
--- a/client/shaders/water_surface_shader/opengl_vertex.glsl
+++ b/client/shaders/water_surface_shader/opengl_vertex.glsl
@@ -18,23 +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;