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To spare few GPU cycle

This commit is contained in:
Frederic Bouvier 2010-10-03 09:15:33 +02:00
parent 6e559ab4eb
commit 21ae0c8c69

View file

@ -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);