- shaderWater->add(GL_VERTEX_SHADER, "shader/water.vert");
- shaderWater->add(GL_FRAGMENT_SHADER, "shader/water.frag");
- shaderWater->link();
- shaderWater->setUniform("refractTex", (int) scene->getRefractTexture()->getID());
- shaderWater->setUniform("reflectTex", (int) scene->getReflectTexture()->getID());
- shaderWater->setUniform("bumpMap", (int) texBump->getID());
- shaderWater->setUniform("reflectRatio", 1/20.0f);
- shaderWater->setUniform("refractRatio", 1/20.0f);
- shaderWater->setUniform("mappingRatio", 0.5f);
- shaderWater->setUniform("extendedBlending", 1);