From 10efb37490f51649239a847a411d9eaf77c3842d Mon Sep 17 00:00:00 2001 From: "rem..om" Date: Sun, 12 Jun 2011 21:11:33 +0000 Subject: [PATCH] Water Filter : removed textureOffset from glsl 1.0 shader git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7600 75d07b2b-3a1a-0410-a2c5-0572b91ccdca --- engine/src/core-data/Common/MatDefs/Water/Water.frag | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/engine/src/core-data/Common/MatDefs/Water/Water.frag b/engine/src/core-data/Common/MatDefs/Water/Water.frag index 5cf91d504..cbb173901 100644 --- a/engine/src/core-data/Common/MatDefs/Water/Water.frag +++ b/engine/src/core-data/Common/MatDefs/Water/Water.frag @@ -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;