From 18ee2af632484d8be17f29c4bebbad90c75e494e Mon Sep 17 00:00:00 2001 From: XProger Date: Fri, 1 Feb 2019 01:32:27 +0300 Subject: [PATCH] fix water shader for macOS X GLSL compiler --- src/shaders/water.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/shaders/water.glsl b/src/shaders/water.glsl index 11ede27..3151b59 100644 --- a/src/shaders/water.glsl +++ b/src/shaders/water.glsl @@ -127,7 +127,7 @@ vec3 calcNormal(vec2 tc, float base) { #endif #ifdef WATER_SIMULATE - float noise3(vec3 x) { // https://www.shadertoy.com/view/XslGRr + float noise3D(vec3 x) { // https://www.shadertoy.com/view/XslGRr vec3 p = floor(x); vec3 f = fract(x); f = f * f * (3.0 - 2.0 * f); @@ -151,7 +151,7 @@ vec3 calcNormal(vec2 tc, float base) { const float vis = 0.995; v.y += (average - v.x) * vel; v.y *= vis; - v.x += v.y + noise3(vec3(tc * 32.0, uParam.w)) * 0.00025; + v.x += v.y + noise3D(vec3(tc * 32.0, uParam.w)) * 0.00025; v *= texture2D(sMask, vMaskCoord).a; return vec4(v.xy, 0.0, 0.0);