Removed foam and rings
@@ -2,15 +2,14 @@ uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
uniform samplerCube environmentMap;
uniform vec3 eyePosition;
-uniform float time;
-uniform vec3 windDirection;
+/*uniform float time;
uniform vec4 ringCenterAndTime[32];
uniform int noEffects;
-uniform float ringEffectTime;
+uniform float ringEffectTime;*/
uniform sampler2D positionMap;
uniform sampler2D colorMap;
-uniform sampler2D maskSampler;
+//uniform sampler2D maskSampler;
uniform vec2 screenSize;
in vec3 pos;
@@ -81,7 +80,7 @@ vec3 get_normal()
{
// Rings
vec3 ring = vec3(0., 0., 0.);
- for (int i = 0; i < noEffects; i++)
+ /*for (int i = 0; i < noEffects; i++)
{
vec3 center = ringCenterAndTime[i].xyz;
float startTime = ringCenterAndTime[i].w;
@@ -94,7 +93,7 @@ vec3 get_normal()
float ringFactor = 0.4 * smoothstep(0., spread, dist) * sin(100.*(spread - dist));
ring += fadeFactor * ringFactor * normalize(pos - center);
}
- }
+ }*/
return normalize(nor + ring);
}
@@ -141,7 +140,7 @@ void main()
col = mix(refractColor, reflectColor, fresnel);
// Foam
- float waterDepth = pos.y-backgroundPos.y;
+ /*float waterDepth = pos.y-backgroundPos.y;
const float minFoamDepth = 0.;
const float peakFoamDepth = 0.02;
const float maxFoamDepth = 0.1;
@@ -169,7 +168,7 @@ void main()
foam = clamp(foam - mask, 0, 0.5);
col = mix(col, vec3(0.8,0.8,0.8), foam);
- }
+ }*/
// Fog
col = fog(col, eyePosition, pos);
