Merge branch 'master' of https://github.com/zinnschlag/openmw into inputsystem

actorid
scrawl 13 years ago
commit 132da92391

@ -21,7 +21,7 @@ namespace MWRender
namespace MWMechanics
{
struct CreatureStats;
class CreatureStats;
class NpcStats;
struct Movement;
}

@ -7,7 +7,7 @@
namespace MWMechanics
{
struct NpcStats;
class NpcStats;
}
namespace MWWorld

@ -61,6 +61,7 @@ spyboot - German News Writer
Formula Research:
Epsilon
fragonard
Greendogo
HiPhish
@ -101,3 +102,12 @@ used as the application icon and project logo.
Thanks to Kevin Ryan,
for creating the icon used for the Data Files tab of the OpenMW Launcher.
Thanks to Georg Duffner,
for the open-source EB Garamond fontface.
Thanks to Dongle,
for his Daedric fontface, see Daedric Font License.txt for his license terms.
Thanks to Bitstream Inc.
for their Bitstream Vera fontface, see Bitstream Vera License.txt for their license terms.

@ -22,7 +22,8 @@
stop:0.9 rgba(0, 0, 0, 55),
stop:1 rgba(0, 0, 0, 100));
font: 26pt "EB Garamond";
font-size: 26pt;
font-family: "EB Garamond", "EB Garamond 08";
color: black;
border-right: 1px solid rgba(0, 0, 0, 155);
@ -54,7 +55,8 @@
}
#ProfileLabel {
font: 18pt "EB Garamond";
font-size: 18pt;
font-family: "EB Garamond", "EB Garamond 08";
}
#ProfilesComboBox {
@ -82,7 +84,8 @@
padding-top: 3px;
padding-left: 4px;
font: 12pt "EB Garamond";
font-size: 12pt;
font-family: "EB Garamond", "EB Garamond 08";
}
#ProfilesComboBox::drop-down {

@ -118,7 +118,6 @@
#define WAVE_CHOPPYNESS 0.15 // wave choppyness
#define WAVE_SCALE 75 // overall wave scale
#define ABBERATION 0.001 // chromatic abberation amount
#define BUMP 1.5 // overall water surface bumpiness
#define REFL_BUMP 0.08 // reflection distortion amount
#define REFR_BUMP 0.06 // refraction distortion amount
@ -257,10 +256,14 @@
// refraction
float3 R = reflect(vVec, normal);
// check the depth at the refracted coords, and don't do any normal distortion for the refraction if the object to refract
// is actually above the water (objectDepth < waterDepth)
// this solves silhouettes around objects above the water
float refractDepth = shSample(depthMap, screenCoords-(shoreFade * normal.xz*REFR_BUMP)).x * far - depthPassthrough;
float doRefraction = (refractDepth < 0) ? 0.f : 1.f;
float3 refraction = float3(0,0,0);
refraction.r = shSample(refractionMap, (screenCoords-(shoreFade * normal.xz*REFR_BUMP))*1.0).r;
refraction.g = shSample(refractionMap, (screenCoords-(shoreFade * normal.xz*REFR_BUMP))*1.0-(R.xy*ABBERATION)).g;
refraction.b = shSample(refractionMap, (screenCoords-(shoreFade * normal.xz*REFR_BUMP))*1.0-(R.xy*ABBERATION*2.0)).b;
refraction.rgb = shSample(refractionMap, (screenCoords-(shoreFade * normal.xz*REFR_BUMP * doRefraction))*1.0).rgb;
// brighten up the refraction underwater
refraction = (cameraPos.y < 0) ? shSaturate(refraction * 1.5) : refraction;

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