Commit Graph

24 Commits (a083439139b883b260605fac90d6304ea293effa)

Author SHA1 Message Date
AnyOldName3 f717c9e56d
Sort out some tabs which snuck into the water shader 6 years ago
Miloslav Číž 4e3bc3e403 Change wave parameters based on weather 6 years ago
Harald H d3b623b5d3 http to https for supported urls (#1625)
* http to https for supported urls

* http to https

* http to https

* http to https

* http to https

* http to https

* http to https

* http to https

* http tp https

* http to https

* http to https

* http to https

* http to https

* http to https

* http to https

* http to https

* http to https

* some url fixes

* http to https
6 years ago
Miloslav Číž 64793a55dc get rid of buggy shader trick 7 years ago
Miloslav Číž c9c6326d87 fix non-refraction water rain ripples 7 years ago
Miloslav Číž 8416feaf5b link rain water ripple effect to actual rain 7 years ago
Miloslav Číž 4a332a1807 improve rain ripples 7 years ago
Miloslav Číž 5c50506c83 water shader refactor plus basic rain ripples 7 years ago
Miloslav Číž cde2c13900 make water depth independent of view frustum 7 years ago
Miloslav Číž 9dececcbd2 rename a constant in water shader 7 years ago
Miloslav Číž 28f58d5a32 add deleted letter in macro 7 years ago
Miloslav Číž f274bc84cc fix depth computation in water shader 7 years ago
Miloslav Číž 8df79625e8 fix water shader 7 years ago
Miloslav Číž 658fa0fdae fix typo 7 years ago
Miloslav Číž c43baf6e94 remove commented code 7 years ago
Miloslav Číž 16d9773c6c fix water shader artifacts at shores 7 years ago
scrawl 8433e0679f Water: connect to settings window 9 years ago
scrawl 9f8d36b573 Water code cleanup 9 years ago
scrawl 09631385c3 Use boost ifstream for water resources 9 years ago
scrawl 51e40cf1b8 Water: minor shader cleanup 9 years ago
scrawl d485dd0782 Water: fix world UV coords 9 years ago
scrawl 9f2f503d37 Water: pass the near and far planes 9 years ago
scrawl 37c9c12962 Water: clipping plane offset 9 years ago
scrawl e13eb625d3 New water WIP
Changes compared to old (Ogre) water:
- Uses depth-texture readback to handle the underwater fog in the water shader, instead of handling it in the object shader
- Different clipping mechanism (glClipPlane instead of a skewed viewing frustum)
- Fixed bug where the reflection camera would look strange when the viewer was very close to the water surface
- Toned down light scattering, made the waterColor a bit darker at night
- Fixed flipped water normals and strange resulting logic in the shader

Still to do: see comments...
9 years ago