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-rw-r--r--assets/shaders/Flag.vert.glsl3
-rw-r--r--assets/shaders/Pulse.frag.glsl1
-rwxr-xr-xassets/shaders/test_fshader_full.glsl2
3 files changed, 4 insertions, 2 deletions
diff --git a/assets/shaders/Flag.vert.glsl b/assets/shaders/Flag.vert.glsl
index 51ec8f8b..6e2854ee 100644
--- a/assets/shaders/Flag.vert.glsl
+++ b/assets/shaders/Flag.vert.glsl
@@ -59,7 +59,8 @@ void main()
59 const float pi = 3.14159; 59 const float pi = 3.14159;
60 float angle = time; 60 float angle = time;
61 61
62 v_uv = texcoord; 62 v_uv.x = texcoord.x;
63 v_uv.y = texcoord.y;
63 64
64 float x = 2.0*pi*texcoord.x/u_waveWidth; 65 float x = 2.0*pi*texcoord.x/u_waveWidth;
65 float y = 2.0*pi*texcoord.y; 66 float y = 2.0*pi*texcoord.y;
diff --git a/assets/shaders/Pulse.frag.glsl b/assets/shaders/Pulse.frag.glsl
index 9aeb05c9..b717d359 100644
--- a/assets/shaders/Pulse.frag.glsl
+++ b/assets/shaders/Pulse.frag.glsl
@@ -22,6 +22,7 @@ void main(void)
22 float cLength = length(cPos); 22 float cLength = length(cPos);
23 23
24 vec2 uv = gl_FragCoord.xy/u_resolution.xy+(cPos/cLength)*sin(cLength/30.0-time*10.0)/25.0; 24 vec2 uv = gl_FragCoord.xy/u_resolution.xy+(cPos/cLength)*sin(cLength/30.0-time*10.0)/25.0;
25 uv.y = 1.0 - uv.y;
25 vec3 col = texture2D(u_tex0,uv).xyz*50.0/cLength; 26 vec3 col = texture2D(u_tex0,uv).xyz*50.0/cLength;
26 27
27 gl_FragColor = vec4(col,1.0); 28 gl_FragColor = vec4(col,1.0);
diff --git a/assets/shaders/test_fshader_full.glsl b/assets/shaders/test_fshader_full.glsl
index c381c6bf..b2fc60e9 100755
--- a/assets/shaders/test_fshader_full.glsl
+++ b/assets/shaders/test_fshader_full.glsl
@@ -62,7 +62,7 @@ varying vec3 vEyePos;
62 62
63void main() 63void main()
64{ 64{
65 vec4 colMapTexel = vec4(texture2D(colMap, vec2(vNormal.w, vECPos.w)).rgb, 1.0); 65 vec4 colMapTexel = vec4(texture2D(colMap, vec2(vNormal.w, 1.0 - vECPos.w)).rgb, 1.0);
66 66
67 // normal mapping 67 // normal mapping
68 vec3 normal = normalize(vNormal.xyz); 68 vec3 normal = normalize(vNormal.xyz);