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authorSebastian Park <SebPark03@gmail.com>2024-05-08 01:14:11 -0400
committerSebastian Park <SebPark03@gmail.com>2024-05-08 01:14:11 -0400
commit3d9a55316dbcfb2ca1f32f5554d1948fcabb5d74 (patch)
treef2ca9a05d094ab0a85a42f500fb9ea1cc6630240 /resources/shaders/shader.vert
parentdcab788763ff0af5918ca0c50538daa8bbfc84d8 (diff)
Do some scuffed caustics.
Diffstat (limited to 'resources/shaders/shader.vert')
-rwxr-xr-xresources/shaders/shader.vert6
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;