forked from teamnwah/openmw-tes3coop
Merge remote branch 'scrawl/graphics'
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commit
4e3adbb805
3 changed files with 12 additions and 14 deletions
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@ -28,14 +28,15 @@ float4 main_fp_nomrt (float2 iTexCoord : TEXCOORD0,
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float3 noiseCoord : TEXCOORD1,
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uniform sampler2D RT : register(s0),
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uniform sampler2D NormalMap : register(s1),
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uniform sampler2D CausticMap : register(s2),
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uniform float4 tintColour) : COLOR
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uniform sampler2D CausticMap : register(s2)) : COLOR
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{
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float4 normal = tex2D(NormalMap, noiseCoord) * 2 - 1;
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return tex2D(RT, iTexCoord + normal.xy * 0.015) +
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(tex2D(CausticMap, noiseCoord) / 5) +
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tintColour ;
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float4 col = tex2D(RT, iTexCoord + normal.xy * 0.015) +
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(tex2D(CausticMap, noiseCoord) / 5);
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col.xyz = lerp(col.xyz, float3(0.15, 0.40, 0.40), 0.4);
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return col;
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}
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@ -45,8 +46,7 @@ float4 main_fp (float2 iTexCoord : TEXCOORD0,
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uniform sampler2D RT : register(s0),
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uniform sampler2D NormalMap : register(s1),
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uniform sampler2D CausticMap : register(s2),
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uniform sampler2D DepthMap : register(s3),
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uniform float4 tintColour) : COLOR
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uniform sampler2D DepthMap : register(s3)) : COLOR
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{
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float4 normal = tex2D(NormalMap, noiseCoord) * 2 - 1;
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@ -54,8 +54,8 @@ float4 main_fp (float2 iTexCoord : TEXCOORD0,
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depth = saturate(depth / 2000.f);
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float4 color = tex2D(RT, iTexCoord + normal.xy * 0.015) +
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(tex2D(CausticMap, noiseCoord) / 5) +
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tintColour;
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(tex2D(CausticMap, noiseCoord) / 5);
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color.xyz = lerp(color.xyz, float3(0.15, 0.40, 0.40), 0.4);
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return lerp(color, float4(0, 0.65, 0.65, 1), depth);
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return lerp(color, float4(0.15, 0.40, 0.40, 1), depth);
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}
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@ -112,8 +112,8 @@ void main_fp
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oColor.xyz = lerp(refraction.xyz, reflection.xyz, opacity);
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oColor.xyz += isUnderwater * float3(0, 0.35, 0.35); // underwater tint color
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oColor.xyz = lerp(oColor.xyz, float3(0, 0.65, 0.65), saturate(isUnderwater * (iDepth / 2000.f))); // underwater fog
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oColor.xyz = lerp(oColor.xyz, float3(0.15, 0.40, 0.40), isUnderwater*0.6); // underwater tint color
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oColor.xyz = lerp(oColor.xyz, float3(0.15, 0.40, 0.40), saturate(isUnderwater * (iDepth / 2000.f))); // underwater fog
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// add fog
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//float fogValue = saturate((iDepth - fogParams.y) * fogParams.w);
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@ -151,7 +151,6 @@ material Water/CompositorNoMRT
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fragment_program_ref UnderwaterEffectFP_NoMRT
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{
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param_named tintColour float4 0 0.35 0.35 1
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}
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texture_unit RT
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@ -194,7 +193,6 @@ material Water/Compositor
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fragment_program_ref UnderwaterEffectFP
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{
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param_named tintColour float4 0 0.35 0.35 1
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param_named_auto far far_clip_distance
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}
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