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- #version 400
- in vec4 vPosition;
- out vec4 clipSpace;
- uniform mat4 model;
- uniform mat4 view;
- uniform mat4 projection;
- void main ()
- {
- clipSpace = projection * view * model * vec4(vPosition.x, 0.0, vPosition.z, 1.0);
- gl_Position = clipSpace;
- }
- #version 400
- in vec4 clipSpace;
- out vec4 frag_colour;
- uniform sampler2D reflectionTexture;
- void main ()
- {
- vec2 ndc = (clipSpace.xy / clipSpace.z) / 2.0 + 0.5;
- vec2 reflectTexCoords = vec2(ndc.x, -ndc.y);
- vec4 reflectColour = texture(reflectionTexture, reflectTexCoords);
- frag_colour = reflectColour;
- }
- float distance = 2 * (m_camera->GetPosition().y - m_water->GetHeight());
- m_camera->m_cameraPosition.y -= distance;
- m_camera->m_cameraPitch = -m_camera->m_cameraPitch;
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