Refactor Water Shader into Uber Shader #108
Merged
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
This is the first of several PR's to make enhancements to the current water shader. This first step is converting the water shader into an uber shader to support better performance (only compile shader code that we need) and future enhancements like enabling/disabling reflections/refractions, etc..
Water visuals should not be affected with this change, only changes are under the hood. GLSL code is mostly untouched at this point.
Tested changes on Windows, Linux, HTML, Android