|
@@ -12,17 +12,22 @@ uniform sampler2D m_water_dudvmap;
|
|
uniform sampler2D m_water_depthmap;
|
|
uniform sampler2D m_water_depthmap;
|
|
uniform vec4 m_waterColor;
|
|
uniform vec4 m_waterColor;
|
|
uniform float m_waterDepth;
|
|
uniform float m_waterDepth;
|
|
-uniform vec4 m_distortionScale;
|
|
|
|
-uniform vec4 m_distortionMix;
|
|
|
|
-uniform vec4 m_texScale;
|
|
|
|
|
|
+uniform float m_distortionScale;
|
|
|
|
+uniform float m_distortionMix;
|
|
|
|
+uniform float m_texScale;
|
|
|
|
+/*uniform float m_distortionScale;
|
|
|
|
+uniform float m_distortionMix;
|
|
|
|
+uniform float m_texScale;
|
|
|
|
+*/
|
|
uniform vec2 m_FrustumNearFar;
|
|
uniform vec2 m_FrustumNearFar;
|
|
uniform float m_waterTransparency;
|
|
uniform float m_waterTransparency;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
varying vec4 lightDir; //lightpos
|
|
varying vec4 lightDir; //lightpos
|
|
-varying vec4 waterTex1; //moving texcoords
|
|
|
|
-varying vec4 waterTex2; //moving texcoords
|
|
|
|
|
|
+varying vec2 waterTex1; //moving texcoords
|
|
|
|
+varying vec2 waterTex2; //moving texcoords
|
|
|
|
+
|
|
varying vec4 position; //for projection
|
|
varying vec4 position; //for projection
|
|
varying vec4 viewDir; //viewts
|
|
varying vec4 viewDir; //viewts
|
|
varying vec4 viewLightDir;
|
|
varying vec4 viewLightDir;
|
|
@@ -62,13 +67,12 @@ void main(void)
|
|
|
|
|
|
vec4 lightTS = normalize(lightDir);
|
|
vec4 lightTS = normalize(lightDir);
|
|
vec4 viewt = normalize(viewDir);
|
|
vec4 viewt = normalize(viewDir);
|
|
- vec4 disdis = texture2D(m_water_dudvmap, vec2(waterTex2 * m_texScale));
|
|
|
|
- vec4 fdist = texture2D(m_water_dudvmap, vec2(waterTex1 + disdis*m_distortionMix));
|
|
|
|
- fdist =normalize( fdist * 2.0 - 1.0)* m_distortionScale;
|
|
|
|
-
|
|
|
|
|
|
+ vec4 disdis = texture2D(m_water_dudvmap, waterTex2 * vec2(m_texScale));
|
|
|
|
+ vec4 fdist = texture2D(m_water_dudvmap, waterTex1 + vec2(disdis) * vec2(m_distortionMix));
|
|
|
|
+ fdist =normalize( fdist * 2.0 - 1.0)* vec4(m_distortionScale);
|
|
|
|
|
|
- //load normalmap
|
|
|
|
- vec4 nmap = texture2D(m_water_normalmap, vec2(waterTex1 + disdis*m_distortionMix));
|
|
|
|
|
|
+ //load normalmap
|
|
|
|
+ vec4 nmap = texture2D(m_water_normalmap, waterTex1 + vec2(disdis) * vec2(m_distortionMix));
|
|
nmap = (nmap-ofive) * two;
|
|
nmap = (nmap-ofive) * two;
|
|
// nmap = nmap*2.0-1.0;
|
|
// nmap = nmap*2.0-1.0;
|
|
vec4 vNorm = normalize(nmap);
|
|
vec4 vNorm = normalize(nmap);
|