98fda02e65
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. |
||
---|---|---|
.. | ||
bowwave3.dds | ||
bowwave_normal.dds | ||
perlin-noise-nm.dds | ||
perlin-noise-nm.png | ||
sea_foam-ws30.png | ||
sea_foam.dds | ||
sea_foam.png | ||
water-reflection-grey-ws30.png | ||
water-reflection-grey.dds | ||
water-reflection-grey.png | ||
water-reflection-ws30.png | ||
water-reflection.dds | ||
water-reflection.png | ||
water_sine_nmap-ws30.png | ||
water_sine_nmap.dds | ||
water_sine_nmap.png | ||
waves-ver10-dudv.dds | ||
waves-ver10-nm-ws30.png | ||
waves-ver10-nm.dds | ||
waves-ver10-nm.png |