Add water surface subdivision and UV interpolation in box brush mesh
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@@ -718,7 +718,6 @@ export function createWaterMaterial(options) {
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varying vec2 vLocalSurfaceUv;
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varying vec3 vWaveNormal;
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varying vec3 vWorldPos;
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varying vec3 vViewDir;
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varying vec4 vReflectionCoord;
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#include <fog_pars_vertex>
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@@ -754,7 +753,6 @@ export function createWaterMaterial(options) {
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vec4 worldPos = modelMatrix * vec4(transformedPosition, 1.0);
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vec4 mvPosition = viewMatrix * worldPos;
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vWorldPos = worldPos.xyz;
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vViewDir = normalize(cameraPosition - worldPos.xyz);
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vReflectionCoord = reflectionMatrix * worldPos;
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gl_Position = projectionMatrix * mvPosition;
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@@ -779,7 +777,6 @@ export function createWaterMaterial(options) {
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varying vec2 vLocalSurfaceUv;
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varying vec3 vWaveNormal;
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varying vec3 vWorldPos;
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varying vec3 vViewDir;
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varying vec4 vReflectionCoord;
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#include <fog_pars_fragment>
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@@ -975,7 +975,6 @@ export function createWaterMaterial(options: WaterMaterialOptions): WaterMateria
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varying vec2 vLocalSurfaceUv;
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varying vec3 vWaveNormal;
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varying vec3 vWorldPos;
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varying vec3 vViewDir;
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varying vec4 vReflectionCoord;
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#include <fog_pars_vertex>
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@@ -1011,7 +1010,6 @@ export function createWaterMaterial(options: WaterMaterialOptions): WaterMateria
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vec4 worldPos = modelMatrix * vec4(transformedPosition, 1.0);
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vec4 mvPosition = viewMatrix * worldPos;
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vWorldPos = worldPos.xyz;
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vViewDir = normalize(cameraPosition - worldPos.xyz);
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vReflectionCoord = reflectionMatrix * worldPos;
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gl_Position = projectionMatrix * mvPosition;
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@@ -1036,7 +1034,6 @@ export function createWaterMaterial(options: WaterMaterialOptions): WaterMateria
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varying vec2 vLocalSurfaceUv;
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varying vec3 vWaveNormal;
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varying vec3 vWorldPos;
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varying vec3 vViewDir;
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varying vec4 vReflectionCoord;
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#include <fog_pars_fragment>
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