diff --git a/Shaders/water.frag b/Shaders/water.frag index d126b4d47..d40c77b1e 100644 --- a/Shaders/water.frag +++ b/Shaders/water.frag @@ -32,7 +32,6 @@ vec4 viewt = normalize(waterTex4); vec4 disdis = texture2D(water_dudvmap, vec2(waterTex2 * tscale)) * 2.0 - 1.0; vec4 dist = texture2D(water_dudvmap, vec2(waterTex1 + disdis*sca2)) * 2.0 - 1.0; -//vec4 fdist = dist; vec4 fdist = normalize(dist); fdist *= sca; diff --git a/Shaders/water.vert b/Shaders/water.vert index 206109a77..03fd0c0e8 100644 --- a/Shaders/water.vert +++ b/Shaders/water.vert @@ -18,15 +18,13 @@ ecPosition = gl_ModelViewMatrix * gl_Vertex; viewerdir = vec3(gl_ModelViewMatrixInverse[3]) - vec3(gl_Vertex); lightdir = normalize(vec3(gl_ModelViewMatrixInverse * gl_LightSource[0].position)); -vec4 temp; 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); -temp = ecPosition; -waterTex4.x = dot(temp, tangent); -waterTex4.y = dot(temp, binormal); -waterTex4.z = dot(temp, norm); +waterTex4.x = dot(ecPosition, tangent); +waterTex4.y = dot(ecPosition, binormal); +waterTex4.z = dot(ecPosition, norm); waterTex4.w = 0.0; vec4 t1 = vec4(0.0, osg_SimulationTime*0.005217, 0.0,0.0); @@ -35,6 +33,5 @@ vec4 t2 = vec4(0.0, osg_SimulationTime*-0.0012, 0.0,0.0); waterTex1 = gl_MultiTexCoord0 + t1; waterTex2 = gl_MultiTexCoord0 + t2; - gl_Position = ftransform(); } \ No newline at end of file