Previously the water shader was separate and executed on a different mesh. This adds the water shader as a separate fragment function (ws30-water.frag) and uses a material parameter passed in as a Uniform to use it in preference to the usual texel lookup. Performance testing found a slight performance improvement from having a single mesh, but a slight performance impact from the extra fragment shader complexity.
137 B
8x8px
137 B
8x8px
![](/fly/fgdata/raw/commit/387d1a3d9443a4808b11b703b31d3375b966b9ba/Textures/Water/water-reflection-ws30.png)