Simple shader fixes. (#8991)
1. Pass current camera offset to shader, so shader have access to the global coordinates 2. Pass animation timer to fragment shader. C++ code is already there, just wasn't declared in the shader 3. Delay animation timer wrap-around (from 100s to about 16 minutes)
This commit is contained in:
@@ -6,7 +6,16 @@ uniform vec4 skyBgColor;
|
||||
uniform float fogDistance;
|
||||
uniform vec3 eyePosition;
|
||||
|
||||
// The cameraOffset is the current center of the visible world.
|
||||
uniform vec3 cameraOffset;
|
||||
uniform float animationTimer;
|
||||
|
||||
varying vec3 vPosition;
|
||||
// World position in the visible world (i.e. relative to the cameraOffset.)
|
||||
// This can be used for many shader effects without loss of precision.
|
||||
// If the absolute position is required it can be calculated with
|
||||
// cameraOffset + worldPosition (for large coordinates the limits of float
|
||||
// precision must be considered).
|
||||
varying vec3 worldPosition;
|
||||
varying float area_enable_parallax;
|
||||
|
||||
|
@@ -4,9 +4,17 @@ uniform mat4 mWorld;
|
||||
// Color of the light emitted by the sun.
|
||||
uniform vec3 dayLight;
|
||||
uniform vec3 eyePosition;
|
||||
|
||||
// The cameraOffset is the current center of the visible world.
|
||||
uniform vec3 cameraOffset;
|
||||
uniform float animationTimer;
|
||||
|
||||
varying vec3 vPosition;
|
||||
// World position in the visible world (i.e. relative to the cameraOffset.)
|
||||
// This can be used for many shader effects without loss of precision.
|
||||
// If the absolute position is required it can be calculated with
|
||||
// cameraOffset + worldPosition (for large coordinates the limits of float
|
||||
// precision must be considered).
|
||||
varying vec3 worldPosition;
|
||||
|
||||
varying vec3 eyeVec;
|
||||
|
Reference in New Issue
Block a user