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mirror of https://github.com/XProger/OpenLara.git synced 2025-08-15 09:34:18 +02:00

fix water shader for macOS X GLSL compiler

This commit is contained in:
XProger
2019-02-01 01:32:27 +03:00
parent c1cffa3755
commit 18ee2af632

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@@ -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);