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.
32 KiB
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32 KiB
256x256px
![](/fly/fgdata/raw/commit/764e6f0ced1cf4a7b190ceb797803e40115385a4/Textures/Water/water-reflection-grey-ws30.png)