Post Processing to do waterwarp in hardware when glslang is available
Fixed a typo creating shaders in the wrong way git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@770 fc73d0e0-1445-4013-8a0c-d673dee63da5
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1 changed files with 3 additions and 3 deletions
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@ -172,13 +172,13 @@ void GL_InitSceneProcessingShaders (void)
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void main (void)\
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{\
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v_texCoord.x = v_texCoord.x + sin((v_texCoord.y * xscale) + time) * ampscale;\
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v_texCoord.y = v_texCoord.y + cos((v_texCoord.x * xscale) + time) * ampscale;\
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v_texCoord.y = v_texCoord.y + cos((v_texCoord.x * yscale) + time) * ampscale;\
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gl_FragColor = texture2D( texture, v_texCoord );\
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}\
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";
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vert = GLSlang_CreateShader(genericvert, GL_VERTEX_SHADER_ARB);
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frag = GLSlang_CreateShader(wwfrag, GL_FRAGMENT_SHADER_ARB);
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vert = GLSlang_CreateShader(genericvert, 1);
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frag = GLSlang_CreateShader(wwfrag, 0);
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scenepp_ww_program = GLSlang_CreateProgram(vert, frag);
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scenepp_ww_parm_texturei = GLSlang_GetUniformLocation(scenepp_ww_program, "texture");
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