diff options
author | jjesswan <jessica_wan@brown.edu> | 2024-05-06 19:11:27 -0400 |
---|---|---|
committer | jjesswan <jessica_wan@brown.edu> | 2024-05-06 19:11:27 -0400 |
commit | d8bf256cf18327f48061ed875c98109200288733 (patch) | |
tree | c33234e5fe9a0b69925cfee16b8ba5f627b54595 /resources | |
parent | 8d6fd1befd53948cfb4f44ba84bfdb54ac97cf81 (diff) |
trial with vbo
Diffstat (limited to 'resources')
-rw-r--r-- | resources/shaders/foam.frag | 6 | ||||
-rw-r--r-- | resources/shaders/foam.vert | 8 |
2 files changed, 7 insertions, 7 deletions
diff --git a/resources/shaders/foam.frag b/resources/shaders/foam.frag index 30fe241..8f5df85 100644 --- a/resources/shaders/foam.frag +++ b/resources/shaders/foam.frag @@ -21,7 +21,7 @@ float getSaturation(vec2 k, vec2 xzPos, float adjWaveLength, float phaseC){ //k = normalize(k); float result = dot(k, xzPos) * 3.14f / adjWaveLength; result = result + phaseC*time*.5f; - result = -tan(result) + 1.57f; + result = -tan(result + 1.57f); result = exp(result) / 20.f; return result; @@ -32,7 +32,7 @@ float getSaturation(vec2 k, vec2 xzPos, float adjWaveLength, float phaseC){ void main() { float height = pos.y; - float saturation = getSaturation(dir, vec2(pos.x,pos.z), 100.f, 1.f); + float saturation = constants[0];//getSaturation(dir, vec2(pos.x, pos.z), 512.f, constants[0]); vec4 m_uv = texture(halftone_texture, tex); float m_threshold = m_uv.r * m_uv.g * m_uv.b; @@ -49,5 +49,5 @@ void main() { if (saturation > m_threshold) j = vec4(vec3(g*foam), 1); - // fragColor = vec4(vec3(saturation), 1); + fragColor = vec4(vec3(saturation), 1); } diff --git a/resources/shaders/foam.vert b/resources/shaders/foam.vert index 76f2af7..a33e343 100644 --- a/resources/shaders/foam.vert +++ b/resources/shaders/foam.vert @@ -2,9 +2,9 @@ layout(location = 0) in vec3 position; // Position of the vertex layout(location = 1) in float wavelength; // wavelenth adjusted for ocean depth -layout(location = 2) in vec2 direction; // wave slope -layout(location = 3) in vec2 texCoords; // texture coords -layout(location = 3) in vec3 norm; // texture coords +//layout(location = 2) in vec2 direction; // wave slope +//layout(location = 3) in vec2 texCoords; // texture coords +//layout(location = 3) in vec3 norm; // texture coords out vec2 constants; @@ -43,7 +43,7 @@ vec2 calculateTexCoord(vec3 pos){ } void main() { - dir = direction; + dir = vec2(0,0); constants = vec2(wavelength, phaseC); gl_Position = proj * view * model * vec4(position, 1); |