From 75c31d722305b8e27755a7e94998badeed9f0ccb Mon Sep 17 00:00:00 2001 From: KrimZon Date: Wed, 12 Jan 2005 22:32:09 +0000 Subject: [PATCH] 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 --- engine/gl/gl_rmain.c | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/engine/gl/gl_rmain.c b/engine/gl/gl_rmain.c index f1cd6f00b..b73393048 100644 --- a/engine/gl/gl_rmain.c +++ b/engine/gl/gl_rmain.c @@ -172,13 +172,13 @@ void GL_InitSceneProcessingShaders (void) void main (void)\ {\ v_texCoord.x = v_texCoord.x + sin((v_texCoord.y * xscale) + time) * ampscale;\ - v_texCoord.y = v_texCoord.y + cos((v_texCoord.x * xscale) + time) * ampscale;\ + v_texCoord.y = v_texCoord.y + cos((v_texCoord.x * yscale) + time) * ampscale;\ gl_FragColor = texture2D( texture, v_texCoord );\ }\ "; - vert = GLSlang_CreateShader(genericvert, GL_VERTEX_SHADER_ARB); - frag = GLSlang_CreateShader(wwfrag, GL_FRAGMENT_SHADER_ARB); + vert = GLSlang_CreateShader(genericvert, 1); + frag = GLSlang_CreateShader(wwfrag, 0); scenepp_ww_program = GLSlang_CreateProgram(vert, frag); scenepp_ww_parm_texturei = GLSlang_GetUniformLocation(scenepp_ww_program, "texture");