summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
diff options
context:
space:
mode:
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/environment/waterF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/waterF.glsl22
1 files changed, 11 insertions, 11 deletions
diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
index 3d4f4fc17b..8fee259933 100644
--- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
@@ -99,9 +99,9 @@ uniform vec3 waterFogColorLinear;
//bigWave is (refCoord.w, view.w);
-VARYING vec4 refCoord;
-VARYING vec4 littleWave;
-VARYING vec4 view;
+in vec4 refCoord;
+in vec4 littleWave;
+in vec4 view;
in vec3 vary_position;
in vec3 vary_normal;
in vec3 vary_tangent;
@@ -144,12 +144,12 @@ void main()
//get wave normals
vec2 bigwave = vec2(refCoord.w, view.w);
vec3 wave1_a = texture(bumpMap, bigwave, -2 ).xyz*2.0-1.0;
- vec3 wave2_a = texture2D(bumpMap, littleWave.xy).xyz*2.0-1.0;
- vec3 wave3_a = texture2D(bumpMap, littleWave.zw).xyz*2.0-1.0;
+ vec3 wave2_a = texture(bumpMap, littleWave.xy).xyz*2.0-1.0;
+ vec3 wave3_a = texture(bumpMap, littleWave.zw).xyz*2.0-1.0;
vec3 wave1_b = texture(bumpMap2, bigwave ).xyz*2.0-1.0;
- vec3 wave2_b = texture2D(bumpMap2, littleWave.xy).xyz*2.0-1.0;
- vec3 wave3_b = texture2D(bumpMap2, littleWave.zw).xyz*2.0-1.0;
+ vec3 wave2_b = texture(bumpMap2, littleWave.xy).xyz*2.0-1.0;
+ vec3 wave3_b = texture(bumpMap2, littleWave.zw).xyz*2.0-1.0;
//wave1_a = wave2_a = wave3_a = wave1_b = wave2_b = wave3_b = vec3(0,0,1);
@@ -210,16 +210,16 @@ void main()
vec3 sunlit_linear = srgb_to_linear(sunlit);
#ifdef TRANSPARENT_WATER
- vec4 fb = texture2D(screenTex, distort2);
- float depth = texture2D(screenDepth, distort2).r;
+ vec4 fb = texture(screenTex, distort2);
+ float depth = texture(screenDepth, distort2).r;
vec3 refPos = getPositionWithNDC(vec3(distort2*2.0-vec2(1.0), depth*2.0-1.0));
if (refPos.z > pos.z-0.05)
{
//we sampled an above water sample, don't distort
distort2 = distort;
- fb = texture2D(screenTex, distort2);
- depth = texture2D(screenDepth, distort2).r;
+ fb = texture(screenTex, distort2);
+ depth = texture(screenDepth, distort2).r;
refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0));
}