Add water surface subdivision and UV interpolation in box brush mesh

This commit is contained in:
2026-04-07 07:45:15 +02:00
parent 27071fc3f3
commit de8ceafb7f
7 changed files with 198 additions and 24 deletions

View File

@@ -718,7 +718,6 @@ export function createWaterMaterial(options) {
varying vec2 vLocalSurfaceUv;
varying vec3 vWaveNormal;
varying vec3 vWorldPos;
varying vec3 vViewDir;
varying vec4 vReflectionCoord;
#include <fog_pars_vertex>
@@ -754,7 +753,6 @@ export function createWaterMaterial(options) {
vec4 worldPos = modelMatrix * vec4(transformedPosition, 1.0);
vec4 mvPosition = viewMatrix * worldPos;
vWorldPos = worldPos.xyz;
vViewDir = normalize(cameraPosition - worldPos.xyz);
vReflectionCoord = reflectionMatrix * worldPos;
gl_Position = projectionMatrix * mvPosition;
@@ -779,7 +777,6 @@ export function createWaterMaterial(options) {
varying vec2 vLocalSurfaceUv;
varying vec3 vWaveNormal;
varying vec3 vWorldPos;
varying vec3 vViewDir;
varying vec4 vReflectionCoord;
#include <fog_pars_fragment>

View File

@@ -975,7 +975,6 @@ export function createWaterMaterial(options: WaterMaterialOptions): WaterMateria
varying vec2 vLocalSurfaceUv;
varying vec3 vWaveNormal;
varying vec3 vWorldPos;
varying vec3 vViewDir;
varying vec4 vReflectionCoord;
#include <fog_pars_vertex>
@@ -1011,7 +1010,6 @@ export function createWaterMaterial(options: WaterMaterialOptions): WaterMateria
vec4 worldPos = modelMatrix * vec4(transformedPosition, 1.0);
vec4 mvPosition = viewMatrix * worldPos;
vWorldPos = worldPos.xyz;
vViewDir = normalize(cameraPosition - worldPos.xyz);
vReflectionCoord = reflectionMatrix * worldPos;
gl_Position = projectionMatrix * mvPosition;
@@ -1036,7 +1034,6 @@ export function createWaterMaterial(options: WaterMaterialOptions): WaterMateria
varying vec2 vLocalSurfaceUv;
varying vec3 vWaveNormal;
varying vec3 vWorldPos;
varying vec3 vViewDir;
varying vec4 vReflectionCoord;
#include <fog_pars_fragment>