Added movement to water texture. Movement speed currently hard coded.
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@ -40,6 +40,9 @@ uniform float lightIntensities[32];
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uniform float farPlane;
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uniform vec4 fogColor;
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uniform vec3 cameraCenter;
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uniform bool movingTexture;
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uniform vec2 movement;
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uniform float time;
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vec2 poissonDisk[16] = vec2[](
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vec2( -0.94201624, -0.39906216 ),
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@ -191,7 +194,13 @@ void main()
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float fogFactor = clamp((1.0 - ((farPlane - 35.0) -distanceCameraCenter)/30.0), 0.0, 1.0);
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fogFactor *= clamp((1.0-((fragPosition.y-40.0)/30.0)), 0.0, 1.0);
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vec4 texture = texture(uTexture, vTexCoord).rgba;
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oColor = vec4(finalColor, 1.0f)*texture;
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vec4 textureColor = vec4(0.0, 0.0, 0.0, 1.0);
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if (movingTexture == true) {
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textureColor = texture(uTexture, vec2(vTexCoord.x + movement.x * time, vTexCoord.y + movement.y * time)).rgba;
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}
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else {
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textureColor = texture(uTexture, vTexCoord).rgba;
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}
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oColor = vec4(finalColor, 1.0f)*textureColor;
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oColor = mix(oColor, fogColor, fogFactor);
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}
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@ -314,6 +314,8 @@ void Graphics::render(double time)
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// set Material Parameters
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lightingShader->setUniform("ambientColor", level->getAmbientLight());
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lightingShader->setUniform("camera", level->getPhysics()->getCameraPosition());
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lightingShader->setUniform("movement", glm::vec2(-0.3f, -0.4f));
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lightingShader->setUniform("time", (float) time);
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// render the level
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level->render(lightingShader, true, &lightingViewProjectionMatrix, &depthBiasVPs);
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