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if( RP_NORMALPASS() && ( tr.viewparams.waterlevel >= 3 )) { RI->fov_x = atan( tan( DEG2RAD( RI->fov_x ) / 2 ) * ( 0.97 + sin( tr.time * 1.5 ) * 0.03 )) * 2 / (M_PI / 180.0); RI->fov_y = atan( tan( DEG2RAD( RI->fov_y ) / 2 ) * ( 1.03 - sin( tr.time * 1.5 ) * 0.03 )) * 2 / (M_PI / 180.0); }
unsigned char* ptr = buffer; int amp = width/64; const int tick = (SDL_GetTicks()/4) & 1023; for(int yi = 0; yi < height; yi++, ptr+= width) { int shift = amp/2 + amp/2*sin((4*yi/(double)height + tick/(double)1024)*2*M_PI); memmove(ptr+shift, ptr, width-shift); } for(int xi = 0; xi < width; xi++) { int shift = amp/2 + amp/2*sin((4*xi/(double)width + tick/(double)1024)*2*M_PI); ptr = buffer + xi + (height-1)*width; for(int c = 0; c < height-shift; c++, ptr -= width) *ptr = *(ptr-shift*width); }
varying vec2 v_texcoord; uniform float time; uniform float wave_size; uniform float wave_amount; uniform float wave_speed; uniform float transparency; void main() { //Wave Effect vec2 uv = v_texcoord; uv.x += cos(uv.y * wave_amount + time * wave_speed) / wave_size; uv.y += sin(uv.x * wave_amount + time * wave_speed) / wave_size; gl_FragColor = texture2D(gm_BaseTexture, uv); gl_FragColor.a *= transparency; }
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Related to #215 ?
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Nope
Can you explain why that issue is not possible to fix?
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The text was updated successfully, but these errors were encountered: