diff --git a/apps/openmw/mwgui/map_window.cpp b/apps/openmw/mwgui/map_window.cpp index bbb2be648..34f246d8b 100644 --- a/apps/openmw/mwgui/map_window.cpp +++ b/apps/openmw/mwgui/map_window.cpp @@ -397,7 +397,7 @@ void MapWindow::globalMapUpdatePlayer () Ogre::Vector2 dir (orient.yAxis ().x, -orient.yAxis().z); float worldX, worldY; - mGlobalMapRender->worldPosToImageSpace (pos.x, pos.z, worldX, worldY); + mGlobalMapRender->worldPosToImageSpace (pos.x, pos.y, worldX, worldY); worldX *= mGlobalMapRender->getWidth(); worldY *= mGlobalMapRender->getHeight(); diff --git a/apps/openmw/mwrender/globalmap.cpp b/apps/openmw/mwrender/globalmap.cpp index 072015f9a..055faaa1f 100644 --- a/apps/openmw/mwrender/globalmap.cpp +++ b/apps/openmw/mwrender/globalmap.cpp @@ -190,7 +190,7 @@ namespace MWRender { imageX = float(x / 8192.f - mMinX) / (mMaxX - mMinX + 1); - imageY = 1.f-float(-z / 8192.f - mMinY) / (mMaxY - mMinY + 1); + imageY = 1.f-float(z / 8192.f - mMinY) / (mMaxY - mMinY + 1); } void GlobalMap::cellTopLeftCornerToImageSpace(int x, int y, float& imageX, float& imageY) diff --git a/files/materials/objects.shader b/files/materials/objects.shader index 6adf7e3fa..0f1b3722f 100644 --- a/files/materials/objects.shader +++ b/files/materials/objects.shader @@ -296,7 +296,7 @@ float darkness = VISIBILITY*2.0; - darkness = clamp((waterEyePos.y - waterLevel + darkness)/darkness,0.2,1.0); + darkness = clamp((waterEyePos.z - waterLevel + darkness)/darkness,0.2,1.0); watercolour *= darkness; float isUnderwater = (worldPos.z < waterLevel) ? 1.0 : 0.0; diff --git a/files/materials/terrain.shader b/files/materials/terrain.shader index e4f1cf091..d8bc00c18 100644 --- a/files/materials/terrain.shader +++ b/files/materials/terrain.shader @@ -369,7 +369,7 @@ float darkness = VISIBILITY*2.0; - darkness = clamp((waterEyePos.y - waterLevel + darkness)/darkness,0.2,1.0); + darkness = clamp((waterEyePos.z - waterLevel + darkness)/darkness,0.2,1.0); watercolour *= darkness; float isUnderwater = (worldPos.z < waterLevel) ? 1.0 : 0.0; diff --git a/files/materials/underwater.h b/files/materials/underwater.h index 3b2540408..a760202fa 100644 --- a/files/materials/underwater.h +++ b/files/materials/underwater.h @@ -79,7 +79,7 @@ float3 perturb(shTexture2D tex, float2 coords, float bend, float2 windDir, float float3 getCaustics (shTexture2D causticMap, float3 worldPos, float3 waterEyePos, float3 worldNormal, float3 lightDirectionWS0, float waterLevel, float waterTimer, float3 windDir_windSpeed) { - float waterDepth = shSaturate((waterEyePos.y - worldPos.z) / 50.0); + float waterDepth = shSaturate((waterEyePos.z - worldPos.z) / 50.0); float3 causticPos = intercept(worldPos.xyz, lightDirectionWS0.xyz, float3(0,0,1), waterLevel); @@ -91,20 +91,21 @@ float3 getCaustics (shTexture2D causticMap, float3 worldPos, float3 waterEyePos, // NOTE: the original shader calculated a tangent space basis here, // but using only the world normal is cheaper and i couldn't see a visual difference // also, if this effect gets moved to screen-space some day, it's unlikely to have tangent information - float3 causticNorm = worldNormal.xyz * perturb(causticMap, causticPos.xz, causticdepth, windDir_windSpeed.xy, windDir_windSpeed.z, waterTimer).xyz * 2 - 1; + float3 causticNorm = worldNormal.xyz * perturb(causticMap, causticPos.xy, causticdepth, windDir_windSpeed.xy, windDir_windSpeed.z, waterTimer).xyz * 2 - 1; + causticNorm = float3(causticNorm.x, causticNorm.y, -causticNorm.z); //float fresnel = pow(clamp(dot(LV,causticnorm),0.0,1.0),2.0); float NdotL = max(dot(worldNormal.xyz, lightDirectionWS0.xyz),0.0); - float causticR = 1.0-perturb(causticMap, causticPos.xz, causticdepth, windDir_windSpeed.xy, windDir_windSpeed.z, waterTimer).z; + float causticR = 1.0-perturb(causticMap, causticPos.xy, causticdepth, windDir_windSpeed.xy, windDir_windSpeed.z, waterTimer).z; /// \todo sunFade // float3 caustics = clamp(pow(float3(causticR)*5.5,float3(5.5*causticdepth)),0.0,1.0)*NdotL*sunFade*causticdepth; float3 caustics = clamp(pow(float3(causticR,causticR,causticR)*5.5,float3(5.5*causticdepth,5.5*causticdepth,5.5*causticdepth)),0.0,1.0)*NdotL*causticdepth; - float causticG = 1.0-perturb(causticMap,causticPos.xz+(1.0-causticdepth)*ABBERATION, causticdepth, windDir_windSpeed.xy, windDir_windSpeed.z, waterTimer).z; - float causticB = 1.0-perturb(causticMap,causticPos.xz+(1.0-causticdepth)*ABBERATION*2.0, causticdepth, windDir_windSpeed.xy, windDir_windSpeed.z, waterTimer).z; + float causticG = 1.0-perturb(causticMap,causticPos.xy+(1.0-causticdepth)*ABBERATION, causticdepth, windDir_windSpeed.xy, windDir_windSpeed.z, waterTimer).z; + float causticB = 1.0-perturb(causticMap,causticPos.xy+(1.0-causticdepth)*ABBERATION*2.0, causticdepth, windDir_windSpeed.xy, windDir_windSpeed.z, waterTimer).z; //caustics = shSaturate(pow(float3(causticR,causticG,causticB)*5.5,float3(5.5*causticdepth)))*NdotL*sunFade*causticdepth; caustics = shSaturate(pow(float3(causticR,causticG,causticB)*5.5,float3(5.5*causticdepth,5.5*causticdepth,5.5*causticdepth)))*NdotL*causticdepth;