diff options
author | Sebastian Park <SebPark03@gmail.com> | 2024-05-09 17:32:19 -0400 |
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committer | Sebastian Park <SebPark03@gmail.com> | 2024-05-09 17:32:19 -0400 |
commit | f1230ea24dc87a3bb5c9c709d4571e3298d7d07f (patch) | |
tree | 99773c557a199bf8f79a84e9cb711d7dae55dfa1 /resources | |
parent | 3d9a55316dbcfb2ca1f32f5554d1948fcabb5d74 (diff) |
Render normals to the ocean floor.
Diffstat (limited to 'resources')
-rw-r--r-- | resources/shaders/color.frag | 15 | ||||
-rw-r--r-- | resources/shaders/color.vert | 3 |
2 files changed, 10 insertions, 8 deletions
diff --git a/resources/shaders/color.frag b/resources/shaders/color.frag index fe70983..7c41c89 100644 --- a/resources/shaders/color.frag +++ b/resources/shaders/color.frag @@ -13,16 +13,16 @@ in float intensity; //uniform float intExp = 0.5f; //uniform float scale = 1.f; -uniform float multiplier = .9f; -uniform float contrast = 20.f; -uniform float intExp = 0.f; -uniform float scale = 1.f; - -//uniform float multiplier = .5f; -//uniform float contrast = 1.5f; +//uniform float multiplier = .9f; +//uniform float contrast = 20.f; //uniform float intExp = 0.f; //uniform float scale = 1.f; +uniform float multiplier = .5f; +uniform float contrast = 1.5f; +uniform float intExp = 0.f; +uniform float scale = 1.f; + //uniform vec4 baseColor =vec4(); void main() { @@ -39,4 +39,5 @@ void main() { finalInt = clamp(finalInt, 0, 1); fragColor = vec4(1, 1, 1, finalInt * scale); // fragColor = vec4(vec3(1), pow(oldArea / newArea * .2f, 1.5f)); + fragColor = vec4((normal_worldSpace + 1) / 2, 1.f); } diff --git a/resources/shaders/color.vert b/resources/shaders/color.vert index 677abf6..d607ff9 100644 --- a/resources/shaders/color.vert +++ b/resources/shaders/color.vert @@ -4,7 +4,7 @@ layout(location = 0) in vec3 position; // Position of the vertex layout(location = 1) in vec3 normal; // Normal of the vertex layout(location = 2) in vec3 texCoords; // Normal of the vertex -uniform float depth = -3000.f; +uniform float depth = -1000.f; uniform float skyHeight = 500.f; uniform mat4 proj; uniform mat4 view; @@ -89,4 +89,5 @@ void main() { oldPosFlat = moveToTopDown(position); pos = moveToTopDown(vec3(refractedPositionAndProb)); gl_Position = vec4(pos, 1.f); + gl_Position = vec4(oldPosFlat, 1.f); } |