diff --git a/lab16 with raylib/resources/watershader.frag b/lab16 with raylib/resources/watershader.frag index 4a916be..b7cf58f 100644 --- a/lab16 with raylib/resources/watershader.frag +++ b/lab16 with raylib/resources/watershader.frag @@ -46,25 +46,8 @@ void main() samplePos.x += (bumpColor.r - 0.5) * xWaveWidth * fragColor.r; samplePos.y += (bumpColor.g - 0.5) * xWaveHeight * fragColor.g; -// vec4 result = texture(texture0, samplePos); -// result += texture(texture0, vec2(samplePos.x + xBlurDistance, samplePos.y)); -// result += texture(texture0, vec2(samplePos.x - xBlurDistance, samplePos.y)); -// result += texture(texture0, vec2(samplePos.x, samplePos.y - xBlurDistance)); -// result += texture(texture0, vec2(samplePos.x, samplePos.y + xBlurDistance)); -// result += texture(texture0, vec2(samplePos.x + xBlurDistance, samplePos.y + xBlurDistance)); -// result += texture(texture0, vec2(samplePos.x - xBlurDistance, samplePos.y - xBlurDistance)); -// result += texture(texture0, vec2(samplePos.x + xBlurDistance, samplePos.y - xBlurDistance)); -// result += texture(texture0, vec2(samplePos.x - xBlurDistance, samplePos.y + xBlurDistance)); -// -// result = result / 9; - vec4 result = getAverageColor(texture0, samplePos, 0.7); - //vec4 result = texture(texture0, samplePos); - - //result.a = texture(texture0, samplePos).a; - //result = mix(result, result * waterColor, fragColor.b); - result = result*colDiffuse*fragColor; finalColor = result;