From afeffed93532c42540636c79cd9ae832656efef4 Mon Sep 17 00:00:00 2001 From: Sebastian Park Date: Tue, 23 Apr 2024 03:34:26 -0400 Subject: Add more textures. --- resources/images/anamorphic.jpg | Bin 0 -> 29950 bytes resources/images/caustic_sample.jpg | Bin 0 -> 87477 bytes resources/shaders/shader.frag | 2 +- 3 files changed, 1 insertion(+), 1 deletion(-) create mode 100644 resources/images/anamorphic.jpg create mode 100644 resources/images/caustic_sample.jpg (limited to 'resources') diff --git a/resources/images/anamorphic.jpg b/resources/images/anamorphic.jpg new file mode 100644 index 0000000..c3dceaf Binary files /dev/null and b/resources/images/anamorphic.jpg differ diff --git a/resources/images/caustic_sample.jpg b/resources/images/caustic_sample.jpg new file mode 100644 index 0000000..b6fec46 Binary files /dev/null and b/resources/images/caustic_sample.jpg differ diff --git a/resources/shaders/shader.frag b/resources/shaders/shader.frag index 2e4e780..970d443 100755 --- a/resources/shaders/shader.frag +++ b/resources/shaders/shader.frag @@ -64,7 +64,7 @@ void main() { vec4 diffuse = vec4(red * d, green * d, blue * d, 1.0f); vec4 specular = vec4(1, 1, 1, 1) * pow(spec, 10.f); // vec4 transmissive = vec4(vec3(refrUV, 1.f - refrUV.y), 1.f); - float waterBlurriness = 0.1f; + float waterBlurriness = 0.f; vec2 refrUVBlurry = (1 - beerAtt) * vec2(rand(refrUV), rand(vec4(pos, d))) * waterBlurriness + refrUV; vec4 transmissive = texture(sampler, vec2(refrUVBlurry)); -- cgit v1.2.3-70-g09d2