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@@ -253,6 +253,7 @@ Water.WaterShader = {
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vertexShader: [
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'#include <fog_pars_vertex>',
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+ '#include <logdepthbuf_pars_vertex>',
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'uniform mat4 textureMatrix;',
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@@ -271,6 +272,7 @@ Water.WaterShader = {
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' vec4 mvPosition = viewMatrix * worldPosition;', // used in fog_vertex
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' gl_Position = projectionMatrix * mvPosition;',
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+ ' #include <logdepthbuf_vertex>',
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' #include <fog_vertex>',
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'}'
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@@ -281,6 +283,7 @@ Water.WaterShader = {
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'#include <common>',
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'#include <fog_pars_fragment>',
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+ '#include <logdepthbuf_pars_fragment>',
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'uniform sampler2D tReflectionMap;',
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'uniform sampler2D tRefractionMap;',
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@@ -303,6 +306,8 @@ Water.WaterShader = {
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'void main() {',
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+ ' #include <logdepthbuf_fragment>',
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+
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' float flowMapOffset0 = config.x;',
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' float flowMapOffset1 = config.y;',
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' float halfCycle = config.z;',
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