diff --git a/Shaders/water.vert b/Shaders/water.vert index 03fd0c0e8..1f83a168f 100644 --- a/Shaders/water.vert +++ b/Shaders/water.vert @@ -9,7 +9,6 @@ varying vec3 normal; void main(void) { - vec3 N = normalize(gl_Normal); normal = N; @@ -18,14 +17,7 @@ ecPosition = gl_ModelViewMatrix * gl_Vertex; viewerdir = vec3(gl_ModelViewMatrixInverse[3]) - vec3(gl_Vertex); lightdir = normalize(vec3(gl_ModelViewMatrixInverse * gl_LightSource[0].position)); -vec4 tangent = vec4(1.0, 0.0, 0.0, 0.0); -vec4 norm = vec4(0.0, 1.0, 0.0, 0.0); -vec4 binormal = vec4(0.0, 0.0, 1.0, 0.0); - -waterTex4.x = dot(ecPosition, tangent); -waterTex4.y = dot(ecPosition, binormal); -waterTex4.z = dot(ecPosition, norm); -waterTex4.w = 0.0; +waterTex4 = vec4( ecPosition.xzy, 0.0 ); vec4 t1 = vec4(0.0, osg_SimulationTime*0.005217, 0.0,0.0); vec4 t2 = vec4(0.0, osg_SimulationTime*-0.0012, 0.0,0.0);