|
|
|
@ -145,10 +145,10 @@ vec4 underWater(){ |
|
|
|
|
eyeVecNorm = normalize(m_CameraPosition - surfacePoint); |
|
|
|
|
|
|
|
|
|
// Find normal of water surface |
|
|
|
|
float normal1 = textureOffset(m_HeightMap, texC, ivec2(-1, 0)).r; |
|
|
|
|
float normal2 = textureOffset(m_HeightMap, texC, ivec2( 1, 0)).r; |
|
|
|
|
float normal3 = textureOffset(m_HeightMap, texC, ivec2( 0, -1)).r; |
|
|
|
|
float normal4 = textureOffset(m_HeightMap, texC, ivec2( 0, 1)).r; |
|
|
|
|
float normal1 = texture2D(m_HeightMap, (texC + vec2(-1.0, 0.0) / 256.0)).r; |
|
|
|
|
float normal2 = texture2D(m_HeightMap, (texC + vec2(1.0, 0.0) / 256.0)).r; |
|
|
|
|
float normal3 = texture2D(m_HeightMap, (texC + vec2(0.0, -1.0) / 256.0)).r; |
|
|
|
|
float normal4 = texture2D(m_HeightMap, (texC + vec2(0.0, 1.0) / 256.0)).r; |
|
|
|
|
|
|
|
|
|
vec3 myNormal = normalize(vec3((normal1 - normal2) * m_MaxAmplitude,m_NormalScale,(normal3 - normal4) * m_MaxAmplitude)); |
|
|
|
|
vec3 normal = myNormal*-1.0; |
|
|
|
|