diff options
author | Sebastian Park <SebPark03@gmail.com> | 2024-05-08 01:14:11 -0400 |
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committer | Sebastian Park <SebPark03@gmail.com> | 2024-05-08 01:14:11 -0400 |
commit | 3d9a55316dbcfb2ca1f32f5554d1948fcabb5d74 (patch) | |
tree | f2ca9a05d094ab0a85a42f500fb9ea1cc6630240 /resources/shaders/shader.vert | |
parent | dcab788763ff0af5918ca0c50538daa8bbfc84d8 (diff) |
Do some scuffed caustics.
Diffstat (limited to 'resources/shaders/shader.vert')
-rwxr-xr-x | resources/shaders/shader.vert | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/resources/shaders/shader.vert b/resources/shaders/shader.vert index 1409039..3cd5c17 100755 --- a/resources/shaders/shader.vert +++ b/resources/shaders/shader.vert @@ -2,9 +2,9 @@ layout(location = 0) in vec3 position; // Position of the vertex layout(location = 1) in vec3 normal; // Normal of the vertex -layout(location = 3) in vec3 texCoords; // Normal of the vertex +layout(location = 2) in vec3 texCoords; // Normal of the vertex -uniform float depth = -1500.f; +uniform float depth = -3000.f; uniform float skyHeight = 500.f; uniform mat4 proj; uniform mat4 view; @@ -26,7 +26,7 @@ out vec2 uv; out float matIor; vec4 getRefrPos() { -// float depth = -1000.f; // TODO: Pass as uniform +// float depth = -1500.f; // TODO: Pass as uniform vec3 w_o = normalize(pos - camera_worldSpace); float cos_theta_i = dot(-w_o, normal_worldSpace); float n_i = 1; |