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authorSebastian Park <SebPark03@gmail.com>2024-05-09 22:39:25 -0400
committerSebastian Park <SebPark03@gmail.com>2024-05-09 22:39:25 -0400
commit99c588d4da2ca044df8276b7efbd9d27c19c8352 (patch)
treef6a64cedcc6eca1d6c2552b007aaa4a3d1c53a33
parent481e582be02385271f87524bfe46d6c41654e23c (diff)
Fix depth test thing.
-rwxr-xr-xresources/shaders/shader.frag2
-rwxr-xr-xsrc/glwidget.cpp4
2 files changed, 4 insertions, 2 deletions
diff --git a/resources/shaders/shader.frag b/resources/shaders/shader.frag
index 2bc8043..1b73b96 100755
--- a/resources/shaders/shader.frag
+++ b/resources/shaders/shader.frag
@@ -72,7 +72,7 @@ void main() {
// float waterMurkiness = 0.002f; // TODO: Make uniform
// float waterMurkiness = 0.0005f; // TODO: Make uniform
- float waterMurkiness = 0.f; // TODO: Make uniform
+ float waterMurkiness = 0.0005f; // TODO: Make uniform
vec3 waterVolumeColor = vec3(red * 0.1f, green * 0.2f, blue * 0.2f);
float murkDiffuse = 0.3f;
float murkAmbient = 0.8f;
diff --git a/src/glwidget.cpp b/src/glwidget.cpp
index 62d8482..1e9b26b 100755
--- a/src/glwidget.cpp
+++ b/src/glwidget.cpp
@@ -67,7 +67,7 @@ void GLWidget::initializeGL()
glClearColor(1, 0.98f, 0.85f, 1);
// Enable depth-testing and backface culling
-// glEnable(GL_DEPTH_TEST);
+ glEnable(GL_DEPTH_TEST);
// glEnable(GL_CULL_FACE);
// glCullFace(GL_BACK);
// glShadeModel(GL_SMOOTH);
@@ -216,6 +216,7 @@ void GLWidget::paintCaustics() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable( GL_BLEND );
+ glDisable( GL_DEPTH_TEST );
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, m_fbo_texture1);
@@ -369,6 +370,7 @@ void GLWidget::paintGL()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable( GL_BLEND );
+ glEnable(GL_DEPTH_TEST);
m_defaultShader->bind();
m_defaultShader->setUniform("proj", m_camera.getProjection());