Water Filter : removed textureOffset from glsl 1.0 shader
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7600 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -145,10 +145,10 @@ vec4 underWater(){
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eyeVecNorm = normalize(m_CameraPosition - surfacePoint);
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// Find normal of water surface
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float normal1 = textureOffset(m_HeightMap, texC, ivec2(-1, 0)).r;
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float normal2 = textureOffset(m_HeightMap, texC, ivec2( 1, 0)).r;
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float normal3 = textureOffset(m_HeightMap, texC, ivec2( 0, -1)).r;
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float normal4 = textureOffset(m_HeightMap, texC, ivec2( 0, 1)).r;
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float normal1 = texture2D(m_HeightMap, (texC + vec2(-1.0, 0.0) / 256.0)).r;
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float normal2 = texture2D(m_HeightMap, (texC + vec2(1.0, 0.0) / 256.0)).r;
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float normal3 = texture2D(m_HeightMap, (texC + vec2(0.0, -1.0) / 256.0)).r;
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float normal4 = texture2D(m_HeightMap, (texC + vec2(0.0, 1.0) / 256.0)).r;
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vec3 myNormal = normalize(vec3((normal1 - normal2) * m_MaxAmplitude,m_NormalScale,(normal3 - normal4) * m_MaxAmplitude));
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vec3 normal = myNormal*-1.0;
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