Post Processing to do waterwarp in hardware when glslang is available

Fixed a typo creating shaders in the wrong way


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@770 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
KrimZon 2005-01-12 22:32:09 +00:00
parent 71ecb90233
commit 75c31d7223
1 changed files with 3 additions and 3 deletions

View File

@ -172,13 +172,13 @@ void GL_InitSceneProcessingShaders (void)
void main (void)\
{\
v_texCoord.x = v_texCoord.x + sin((v_texCoord.y * xscale) + time) * ampscale;\
v_texCoord.y = v_texCoord.y + cos((v_texCoord.x * xscale) + time) * ampscale;\
v_texCoord.y = v_texCoord.y + cos((v_texCoord.x * yscale) + time) * ampscale;\
gl_FragColor = texture2D( texture, v_texCoord );\
}\
";
vert = GLSlang_CreateShader(genericvert, GL_VERTEX_SHADER_ARB);
frag = GLSlang_CreateShader(wwfrag, GL_FRAGMENT_SHADER_ARB);
vert = GLSlang_CreateShader(genericvert, 1);
frag = GLSlang_CreateShader(wwfrag, 0);
scenepp_ww_program = GLSlang_CreateProgram(vert, frag);
scenepp_ww_parm_texturei = GLSlang_GetUniformLocation(scenepp_ww_program, "texture");