From e0f2b1113c94b79c798ec44c039a9e573496f15c Mon Sep 17 00:00:00 2001
From: Spoike <acceptthis@users.sourceforge.net>
Date: Sun, 17 Mar 2013 12:11:47 +0000
Subject: [PATCH] try to fix ripplemaps.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4257 fc73d0e0-1445-4013-8a0c-d673dee63da5
---
 engine/shaders/glsl/altwater.glsl | 11 +++++------
 1 file changed, 5 insertions(+), 6 deletions(-)

diff --git a/engine/shaders/glsl/altwater.glsl b/engine/shaders/glsl/altwater.glsl
index dfe676799..ff13a3310 100644
--- a/engine/shaders/glsl/altwater.glsl
+++ b/engine/shaders/glsl/altwater.glsl
@@ -47,13 +47,12 @@ uniform sampler2D s_t1;	//normalmap
 uniform sampler2D s_t2;	//diffuse/reflection
 #ifdef DEPTH
 uniform sampler2D s_t3; 	//refraction depth
-#ifdef RIPPLEMAP
-uniform sampler2D s_t4; 	//ripplemap
-#endif
+#define s_ripplemap s_t4
 #else
-#ifdef RIPPLEMAP
-uniform sampler2D s_t3; 	//ripplemap
+#define s_ripplemap s_t3
 #endif
+#ifdef RIPPLEMAP
+uniform sampler2D s_ripplemap; 	//ripplemap
 #endif
 
 uniform float e_time;
@@ -77,7 +76,7 @@ void main (void)
 	n -= 1.0 - 4.0/256.0;
 
 #ifdef RIPPLEMAP
-	n += texture2D(s_t4, stc).rgb*3.0;
+	n += texture2D(s_ripplemap, stc).rgb*3.0;
 #endif
 
 	//the fresnel term decides how transparent the water should be