From c9fefc7f5d245541c5d24def1e26ac7bb3cd8776 Mon Sep 17 00:00:00 2001 From: scrawl Date: Sun, 3 Mar 2013 19:28:11 +0100 Subject: [PATCH] Simpler, more lightweight underwater effect, changed colors to match vanilla better --- apps/openmw/mwgui/settingswindow.cpp | 13 ----- apps/openmw/mwgui/settingswindow.hpp | 1 - apps/openmw/mwrender/renderconst.hpp | 3 ++ apps/openmw/mwrender/renderingmanager.cpp | 40 ++++++--------- apps/openmw/mwrender/renderingmanager.hpp | 2 +- apps/openmw/mwrender/videoplayer.cpp | 6 ++- apps/openmw/mwrender/water.cpp | 24 --------- apps/openmw/mwrender/water.hpp | 3 +- files/CMakeLists.txt | 1 - files/materials/objects.shader | 58 ++++------------------ files/materials/openmw.configuration | 1 + files/materials/terrain.shader | 55 ++------------------ files/materials/underwater.h | 4 +- files/materials/water.mat | 8 --- files/materials/water.shader | 30 ++--------- files/mygui/openmw_settings_window.layout | 7 --- files/settings-default.cfg | 2 - files/water/underwater_dome.mesh | Bin 22585 -> 0 bytes 18 files changed, 46 insertions(+), 212 deletions(-) delete mode 100644 files/water/underwater_dome.mesh diff --git a/apps/openmw/mwgui/settingswindow.cpp b/apps/openmw/mwgui/settingswindow.cpp index ebeb42ab2..04856c3ed 100644 --- a/apps/openmw/mwgui/settingswindow.cpp +++ b/apps/openmw/mwgui/settingswindow.cpp @@ -129,7 +129,6 @@ namespace MWGui getWidget(mStaticsShadows, "StaticsShadows"); getWidget(mMiscShadows, "MiscShadows"); getWidget(mShadowsDebug, "ShadowsDebug"); - getWidget(mUnderwaterButton, "UnderwaterButton"); getWidget(mControlsBox, "ControlsBox"); getWidget(mResetControlsButton, "ResetControlsButton"); getWidget(mInvertYButton, "InvertYButton"); @@ -141,7 +140,6 @@ namespace MWGui mCrosshairButton->eventMouseButtonClick += MyGUI::newDelegate(this, &SettingsWindow::onButtonToggled); mInvertYButton->eventMouseButtonClick += MyGUI::newDelegate(this, &SettingsWindow::onButtonToggled); mOkButton->eventMouseButtonClick += MyGUI::newDelegate(this, &SettingsWindow::onOkButtonClicked); - mUnderwaterButton->eventMouseButtonClick += MyGUI::newDelegate(this, &SettingsWindow::onButtonToggled); mShadersButton->eventMouseButtonClick += MyGUI::newDelegate(this, &SettingsWindow::onShadersToggled); mShaderModeButton->eventMouseButtonClick += MyGUI::newDelegate(this, &SettingsWindow::onShaderModeToggled); mFullscreenButton->eventMouseButtonClick += MyGUI::newDelegate(this, &SettingsWindow::onButtonToggled); @@ -236,7 +234,6 @@ namespace MWGui mReflectObjectsButton->setCaptionWithReplacing(Settings::Manager::getBool("reflect statics", "Water") ? "#{sOn}" : "#{sOff}"); mReflectActorsButton->setCaptionWithReplacing(Settings::Manager::getBool("reflect actors", "Water") ? "#{sOn}" : "#{sOff}"); mReflectTerrainButton->setCaptionWithReplacing(Settings::Manager::getBool("reflect terrain", "Water") ? "#{sOn}" : "#{sOff}"); - mUnderwaterButton->setCaptionWithReplacing(Settings::Manager::getBool("underwater effect", "Water") ? "#{sOn}" : "#{sOff}"); mShadowsTextureSize->setCaption (Settings::Manager::getString ("texture size", "Shadows")); //mShadowsLargeDistance->setCaptionWithReplacing(Settings::Manager::getBool("split", "Shadows") ? "#{sOn}" : "#{sOff}"); @@ -267,7 +264,6 @@ namespace MWGui if (!Settings::Manager::getBool("shaders", "Objects")) { mRefractionButton->setEnabled(false); - mUnderwaterButton->setEnabled (false); mShadowsEnabledButton->setEnabled(false); } @@ -389,10 +385,6 @@ namespace MWGui Settings::Manager::setBool("shader", "Water", newState); else if (_sender == mRefractionButton) Settings::Manager::setBool("refraction", "Water", newState); - else if (_sender == mUnderwaterButton) - { - Settings::Manager::setBool("underwater effect", "Water", newState); - } else if (_sender == mReflectObjectsButton) { Settings::Manager::setBool("reflect misc", "Water", newState); @@ -459,10 +451,6 @@ namespace MWGui { Settings::Manager::setBool("shaders", "Objects", false); - mUnderwaterButton->setCaptionWithReplacing("#{sOff}"); - - mUnderwaterButton->setEnabled(false); - // refraction needs shaders to display underwater fog mRefractionButton->setCaptionWithReplacing("#{sOff}"); mRefractionButton->setEnabled(false); @@ -485,7 +473,6 @@ namespace MWGui mReflectTerrainButton->setEnabled(true); mRefractionButton->setEnabled(true); - mUnderwaterButton->setEnabled(true); mShadowsEnabledButton->setEnabled(true); } diff --git a/apps/openmw/mwgui/settingswindow.hpp b/apps/openmw/mwgui/settingswindow.hpp index 55cc0a870..fc1ec9e36 100644 --- a/apps/openmw/mwgui/settingswindow.hpp +++ b/apps/openmw/mwgui/settingswindow.hpp @@ -50,7 +50,6 @@ namespace MWGui MyGUI::Button* mReflectTerrainButton; MyGUI::Button* mShadersButton; MyGUI::Button* mShaderModeButton; - MyGUI::Button* mUnderwaterButton; MyGUI::Button* mRefractionButton; MyGUI::Button* mShadowsEnabledButton; diff --git a/apps/openmw/mwrender/renderconst.hpp b/apps/openmw/mwrender/renderconst.hpp index cc3cbee29..1d2cdf1ea 100644 --- a/apps/openmw/mwrender/renderconst.hpp +++ b/apps/openmw/mwrender/renderconst.hpp @@ -56,6 +56,9 @@ enum VisibilityFlags RV_Debug = 512, + // overlays, we only want these on the main render target + RV_Overlay = 1024, + RV_Map = RV_Terrain + RV_Statics + RV_StaticsSmall + RV_Misc + RV_Water }; diff --git a/apps/openmw/mwrender/renderingmanager.cpp b/apps/openmw/mwrender/renderingmanager.cpp index 943208a66..c8b5926d9 100644 --- a/apps/openmw/mwrender/renderingmanager.cpp +++ b/apps/openmw/mwrender/renderingmanager.cpp @@ -133,8 +133,8 @@ RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const sh::Factory::getInstance ().setGlobalSetting ("lighting", "true"); sh::Factory::getInstance ().setGlobalSetting ("num_lights", Settings::Manager::getString ("num lights", "Objects")); sh::Factory::getInstance ().setGlobalSetting ("terrain_num_lights", Settings::Manager::getString ("num lights", "Terrain")); - sh::Factory::getInstance ().setGlobalSetting ("underwater_effects", Settings::Manager::getString("underwater effect", "Water")); sh::Factory::getInstance ().setGlobalSetting ("simple_water", Settings::Manager::getBool("shader", "Water") ? "false" : "true"); + sh::Factory::getInstance ().setGlobalSetting ("render_refraction", "false"); sh::Factory::getInstance ().setSharedParameter ("waterEnabled", sh::makeProperty (new sh::FloatValue(0.0))); sh::Factory::getInstance ().setSharedParameter ("waterLevel", sh::makeProperty(new sh::FloatValue(0))); @@ -355,16 +355,7 @@ void RenderingManager::update (float duration, bool paused) Ogre::ControllerManager::getSingleton().setTimeFactor(paused ? 0.f : 1.f); - /* - if (world->isUnderwater (world->getPlayer().getPlayer().getCell(), cam)) - { - mFogColour = Ogre::ColourValue(0.18039, 0.23137, 0.25490); - mFogStart = 0; - mFogEnd = 1500; - } - */ - - applyFog(); + applyFog(world->isUnderwater (world->getPlayer().getPlayer().getCell(), cam)); if(paused) { @@ -529,16 +520,20 @@ void RenderingManager::configureFog(const float density, const Ogre::ColourValue mRendering.getCamera()->setFarClipDistance ( Settings::Manager::getFloat("max viewing distance", "Viewing distance") / density ); } -void RenderingManager::applyFog () +void RenderingManager::applyFog (bool underwater) { - mRendering.getScene()->setFog (FOG_LINEAR, mFogColour, 0, mFogStart, mFogEnd); - - mRendering.getViewport()->setBackgroundColour (mFogColour); - - mWater->setViewportBackground (mFogColour); - - sh::Factory::getInstance ().setSharedParameter ("viewportBackground", - sh::makeProperty (new sh::Vector3(mFogColour.r, mFogColour.g, mFogColour.b))); + if (!underwater) + { + mRendering.getScene()->setFog (FOG_LINEAR, mFogColour, 0, mFogStart, mFogEnd); + mRendering.getViewport()->setBackgroundColour (mFogColour); + mWater->setViewportBackground (mFogColour); + } + else + { + mRendering.getScene()->setFog (FOG_LINEAR, Ogre::ColourValue(0.18039, 0.23137, 0.25490), 0, 0, 1000); + mRendering.getViewport()->setBackgroundColour (Ogre::ColourValue(0.18039, 0.23137, 0.25490)); + mWater->setViewportBackground (Ogre::ColourValue(0.18039, 0.23137, 0.25490)); + } } void RenderingManager::setAmbientMode() @@ -784,11 +779,6 @@ void RenderingManager::processChangedSettings(const Settings::CategorySettingVec sh::Factory::getInstance ().setGlobalSetting ("refraction", Settings::Manager::getBool("refraction", "Water") ? "true" : "false"); rebuild = true; } - else if (it->second == "underwater effect" && it->first == "Water") - { - sh::Factory::getInstance ().setGlobalSetting ("underwater_effects", Settings::Manager::getString("underwater effect", "Water")); - rebuild = true; - } else if (it->second == "shaders" && it->first == "Objects") { sh::Factory::getInstance ().setShadersEnabled (Settings::Manager::getBool("shaders", "Objects")); diff --git a/apps/openmw/mwrender/renderingmanager.hpp b/apps/openmw/mwrender/renderingmanager.hpp index 02d796fdd..49cde25a3 100644 --- a/apps/openmw/mwrender/renderingmanager.hpp +++ b/apps/openmw/mwrender/renderingmanager.hpp @@ -208,7 +208,7 @@ class RenderingManager: private RenderingInterface, public Ogre::WindowEventList sh::Factory* mFactory; void setAmbientMode(); - void applyFog(); + void applyFog(bool underwater); void setMenuTransparency(float val); diff --git a/apps/openmw/mwrender/videoplayer.cpp b/apps/openmw/mwrender/videoplayer.cpp index a0dedb6bc..2cbc85cd3 100644 --- a/apps/openmw/mwrender/videoplayer.cpp +++ b/apps/openmw/mwrender/videoplayer.cpp @@ -17,6 +17,8 @@ #include "../mwsound/sound_decoder.hpp" #include "../mwsound/sound.hpp" +#include "renderconst.hpp" + #ifdef _WIN32 #include @@ -1067,9 +1069,9 @@ VideoPlayer::VideoPlayer(Ogre::SceneManager* sceneMgr) mBackgroundNode->attachObject(mBackgroundRectangle); mRectangle->setVisible(false); - mRectangle->setVisibilityFlags(0x1); + mRectangle->setVisibilityFlags(RV_Overlay); mBackgroundRectangle->setVisible(false); - mBackgroundRectangle->setVisibilityFlags(0x1); + mBackgroundRectangle->setVisibilityFlags(RV_Overlay); } VideoPlayer::~VideoPlayer() diff --git a/apps/openmw/mwrender/water.cpp b/apps/openmw/mwrender/water.cpp index c116a6384..49836535f 100644 --- a/apps/openmw/mwrender/water.cpp +++ b/apps/openmw/mwrender/water.cpp @@ -4,14 +4,10 @@ #include #include #include -#include -#include -#include #include #include "sky.hpp" #include "renderingmanager.hpp" -#include "compositors.hpp" #include "ripplesimulation.hpp" #include "refraction.hpp" @@ -224,16 +220,6 @@ Water::Water (Ogre::Camera *camera, RenderingManager* rend) : mWater->setMaterial(mMaterial); - /* - Ogre::Entity* underwaterDome = mSceneManager->createEntity ("underwater_dome.mesh"); - underwaterDome->setRenderQueueGroup (RQG_UnderWater); - mUnderwaterDome = mSceneManager->getRootSceneNode ()->createChildSceneNode (); - mUnderwaterDome->attachObject (underwaterDome); - mUnderwaterDome->setScale(10000,10000,10000); - mUnderwaterDome->setVisible(false); - underwaterDome->setMaterialName("Underwater_Dome"); - */ - setHeight(mTop); sh::MaterialInstance* m = sh::Factory::getInstance ().getMaterialInstance ("Water"); @@ -379,21 +365,11 @@ void Water::updateVisible() void Water::update(float dt, Ogre::Vector3 player) { - /* - Ogre::Vector3 pos = mCamera->getDerivedPosition (); - pos.y = -mWaterPlane.d; - mUnderwaterDome->setPosition (pos); - */ - mWaterTimer += dt; sh::Factory::getInstance ().setSharedParameter ("waterTimer", sh::makeProperty(new sh::FloatValue(mWaterTimer))); mRendering->getSkyManager ()->setGlareEnabled (!mIsUnderwater); - //if (player.y <= mTop) - { - //mSimulation->addImpulse(Ogre::Vector2(player.x, player.z)); - } mSimulation->update(dt, Ogre::Vector2(player.x, player.y)); if (mReflection) diff --git a/apps/openmw/mwrender/water.hpp b/apps/openmw/mwrender/water.hpp index ddf6ef7ab..633a30664 100644 --- a/apps/openmw/mwrender/water.hpp +++ b/apps/openmw/mwrender/water.hpp @@ -25,6 +25,7 @@ namespace Ogre class SceneNode; class Entity; class Vector3; + class Rectangle2D; struct RenderTargetEvent; } @@ -108,8 +109,6 @@ namespace MWRender { Ogre::SceneNode *mWaterNode; Ogre::Entity *mWater; - //Ogre::SceneNode* mUnderwaterDome; - bool mIsUnderwater; bool mActive; bool mToggled; diff --git a/files/CMakeLists.txt b/files/CMakeLists.txt index c29d917b8..9e65b516b 100644 --- a/files/CMakeLists.txt +++ b/files/CMakeLists.txt @@ -1,7 +1,6 @@ project(resources) set(WATER_FILES - underwater_dome.mesh water_nm.png circle.png ) diff --git a/files/materials/objects.shader b/files/materials/objects.shader index 6495b0cb4..37ff17843 100644 --- a/files/materials/objects.shader +++ b/files/materials/objects.shader @@ -16,7 +16,7 @@ #endif -#define UNDERWATER @shGlobalSettingBool(underwater_effects) && LIGHTING +#define UNDERWATER @shGlobalSettingBool(render_refraction) #define HAS_VERTEXCOLOR @shPropertyBool(has_vertex_colour) @@ -242,18 +242,8 @@ #endif #if UNDERWATER - - shUniform(float, waterLevel) @shSharedParameter(waterLevel) - - shUniform(float4, lightDirectionWS0) @shAutoConstant(lightDirectionWS0, light_position, 0) - - shSampler2D(causticMap) - - shUniform(float, waterTimer) @shSharedParameter(waterTimer) - shUniform(float2, waterSunFade_sunHeight) @shSharedParameter(waterSunFade_sunHeight) + shUniform(float, waterLevel) @shSharedParameter(waterLevel) shUniform(float, waterEnabled) @shSharedParameter(waterEnabled) - - shUniform(float3, windDir_windSpeed) @shSharedParameter(windDir_windSpeed) #endif #if VERTEX_LIGHTING @@ -305,13 +295,7 @@ #endif #if UNDERWATER - float3 waterEyePos = float3(1,1,1); - // NOTE: this calculation would be wrong for non-uniform scaling - float4 worldNormal = shMatrixMult(worldMatrix, float4(normal.xyz, 0)); - waterEyePos = intercept(worldPos, cameraPos.xyz - worldPos, float3(0,0,1), waterLevel); - caustics = getCaustics(causticMap, worldPos, waterEyePos.xyz, worldNormal.xyz, lightDirectionWS0.xyz, waterLevel, waterTimer, windDir_windSpeed); - if (worldPos.z >= waterLevel || waterEnabled != 1.f) - caustics = float3(1,1,1); + float3 waterEyePos = intercept(worldPos, cameraPos.xyz - worldPos, float3(0,0,1), waterLevel); #endif #if !VERTEX_LIGHTING @@ -358,41 +342,17 @@ #if FOG float fogValue = shSaturate((depthPassthrough - fogParams.y) * fogParams.w); - #if UNDERWATER - // regular fog only if fragment is above water - if (worldPos.z > waterLevel || waterEnabled != 1.f) - #endif + +#if UNDERWATER + shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, UNDERWATER_COLOUR, shSaturate(length(waterEyePos-worldPos) / VISIBILITY)); +#else shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColour, fogValue); +#endif + #endif // prevent negative colour output (for example with negative lights) shOutputColour(0).xyz = max(shOutputColour(0).xyz, float3(0,0,0)); - -#if UNDERWATER - float fogAmount = (cameraPos.z > waterLevel) - ? shSaturate(length(waterEyePos-worldPos) / VISIBILITY) - : shSaturate(length(cameraPos.xyz-worldPos)/ VISIBILITY); - - float3 eyeVec = normalize(cameraPos.xyz-worldPos); - - float waterSunGradient = dot(eyeVec, -normalize(lightDirectionWS0.xyz)); - waterSunGradient = shSaturate(pow(waterSunGradient*0.7+0.3,2.0)); - float3 waterSunColour = float3(0.0,1.0,0.85) *waterSunGradient * 0.5; - - float waterGradient = dot(eyeVec, float3(0.0,-1.0,0.0)); - waterGradient = clamp((waterGradient*0.5+0.5),0.2,1.0); - float3 watercolour = ( float3(0.0078, 0.5176, 0.700)+waterSunColour)*waterGradient*2.0; - watercolour = shLerp(watercolour*0.3*waterSunFade_sunHeight.x, watercolour, shSaturate(1.0-exp(-waterSunFade_sunHeight.y*SUN_EXT))); - watercolour = (cameraPos.z <= waterLevel) ? watercolour : watercolour*0.3; - - - float darkness = VISIBILITY*2.0; - darkness = clamp((waterEyePos.z - waterLevel + darkness)/darkness,0.2,1.0); - watercolour *= darkness; - - float isUnderwater = (worldPos.z < waterLevel) ? 1.0 : 0.0; - shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, watercolour, fogAmount * isUnderwater * waterEnabled); -#endif } #endif diff --git a/files/materials/openmw.configuration b/files/materials/openmw.configuration index 21ac9416b..b953a9131 100644 --- a/files/materials/openmw.configuration +++ b/files/materials/openmw.configuration @@ -8,6 +8,7 @@ configuration water_reflection configuration water_refraction { viewproj_fix true + render_refraction true } configuration local_map diff --git a/files/materials/terrain.shader b/files/materials/terrain.shader index ea54bb24c..af5be42cd 100644 --- a/files/materials/terrain.shader +++ b/files/materials/terrain.shader @@ -21,7 +21,7 @@ #define NEED_DEPTH 1 #endif -#define UNDERWATER @shGlobalSettingBool(underwater_effects) && LIGHTING +#define UNDERWATER @shGlobalSettingBool(render_refraction) #define VIEWPROJ_FIX @shGlobalSettingBool(viewproj_fix) @@ -210,14 +210,6 @@ #if UNDERWATER shUniform(float, waterLevel) @shSharedParameter(waterLevel) - shUniform(float4, lightDirectionWS0) @shAutoConstant(lightDirectionWS0, light_position, 0) - - shSampler2D(causticMap) - - shUniform(float, waterTimer) @shSharedParameter(waterTimer) - shUniform(float2, waterSunFade_sunHeight) @shSharedParameter(waterSunFade_sunHeight) - - shUniform(float3, windDir_windSpeed) @shSharedParameter(windDir_windSpeed) #endif @@ -242,17 +234,7 @@ float3 caustics = float3(1,1,1); #if UNDERWATER - - float3 waterEyePos = float3(1,1,1); - // NOTE: this calculation would be wrong for non-uniform scaling - float4 worldNormal = shMatrixMult(worldMatrix, float4(normal.xyz, 0)); - waterEyePos = intercept(worldPos, cameraPos.xyz - worldPos, float3(0,0,1), waterLevel); - caustics = getCaustics(causticMap, worldPos, waterEyePos.xyz, worldNormal.xyz, lightDirectionWS0.xyz, waterLevel, waterTimer, windDir_windSpeed); - if (worldPos.z >= waterLevel) - caustics = float3(1,1,1); - - - + float3 waterEyePos = intercept(worldPos, cameraPos.xyz - worldPos, float3(0,0,1), waterLevel); #endif @@ -353,41 +335,14 @@ float fogValue = shSaturate((depth - fogParams.y) * fogParams.w); #if UNDERWATER - // regular fog only if fragment is above water - if (worldPos.z > waterLevel) - #endif + shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, UNDERWATER_COLOUR, shSaturate(length(waterEyePos-worldPos) / VISIBILITY)); + #else shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColour, fogValue); + #endif #endif // prevent negative colour output (for example with negative lights) shOutputColour(0).xyz = max(shOutputColour(0).xyz, float3(0,0,0)); - -#if UNDERWATER - float fogAmount = (cameraPos.z > waterLevel) - ? shSaturate(length(waterEyePos-worldPos) / VISIBILITY) - : shSaturate(length(cameraPos.xyz-worldPos)/ VISIBILITY); - - float3 eyeVec = normalize(cameraPos.xyz-worldPos); - - float waterSunGradient = dot(eyeVec, -normalize(lightDirectionWS0.xyz)); - waterSunGradient = shSaturate(pow(waterSunGradient*0.7+0.3,2.0)); - float3 waterSunColour = float3(0.0,1.0,0.85)*waterSunGradient * 0.5; - - float waterGradient = dot(eyeVec, float3(0.0,-1.0,0.0)); - waterGradient = clamp((waterGradient*0.5+0.5),0.2,1.0); - float3 watercolour = (float3(0.0078, 0.5176, 0.700)+waterSunColour)*waterGradient*2.0; - float3 waterext = float3(0.6, 0.9, 1.0);//water extinction - watercolour = shLerp(watercolour*0.3*waterSunFade_sunHeight.x, watercolour, shSaturate(1.0-exp(-waterSunFade_sunHeight.y*SUN_EXT))); - watercolour = (cameraPos.z <= waterLevel) ? watercolour : watercolour*0.3; - - - float darkness = VISIBILITY*2.0; - darkness = clamp((waterEyePos.z - waterLevel + darkness)/darkness,0.2,1.0); - watercolour *= darkness; - - float isUnderwater = (worldPos.z < waterLevel) ? 1.0 : 0.0; - shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, watercolour, fogAmount * isUnderwater); -#endif } #endif diff --git a/files/materials/underwater.h b/files/materials/underwater.h index a760202fa..8474f299d 100644 --- a/files/materials/underwater.h +++ b/files/materials/underwater.h @@ -1,4 +1,6 @@ -#define VISIBILITY 1500.0 // how far you can look through water +#define UNDERWATER_COLOUR float3(0.18039, 0.23137, 0.25490) + +#define VISIBILITY 1000.0 // how far you can look through water #define BIG_WAVES_X 0.3 // strength of big waves #define BIG_WAVES_Y 0.3 diff --git a/files/materials/water.mat b/files/materials/water.mat index 372058f0a..3ea6a2c2b 100644 --- a/files/materials/water.mat +++ b/files/materials/water.mat @@ -56,11 +56,3 @@ material Water } } } - - -material Underwater_Dome -{ - parent openmw_objects_base - - depth_write off -} diff --git a/files/materials/water.shader b/files/materials/water.shader index 59b9e5a43..793cdc95e 100644 --- a/files/materials/water.shader +++ b/files/materials/water.shader @@ -272,38 +272,16 @@ #if REFRACTION shOutputColour(0).xyz = shLerp( shLerp(refraction, scatterColour, lightScatter), reflection, fresnel) + specular * sunSpecular.xyz; #else - shOutputColour(0).xyz = reflection + specular * sunSpecular.xyz; + shOutputColour(0).xyz = shLerp(reflection, float3(0.18039, 0.23137, 0.25490), (1.0-fresnel)*0.5) + specular * sunSpecular.xyz; #endif // fog - if (isUnderwater == 1) - { - float waterSunGradient = dot(-vVec, -lVec); - waterSunGradient = shSaturate(pow(waterSunGradient*0.7+0.3,2.0)); - float3 waterSunColour = float3(0.0,1.0,0.85)*waterSunGradient * 0.5; - - float waterGradient = dot(-vVec, float3(0.0,-1.0,0.0)); - waterGradient = clamp((waterGradient*0.5+0.5),0.2,1.0); - float3 watercolour = (float3(0.0078, 0.5176, 0.700)+waterSunColour)*waterGradient*2.0; - float3 waterext = float3(0.6, 0.9, 1.0);//water extinction - watercolour = shLerp(watercolour*0.3*waterSunFade_sunHeight.x, watercolour, shSaturate(1.0-exp(-waterSunFade_sunHeight.y*SUN_EXT))); - - float darkness = VISIBILITY*2.0; - darkness = clamp((cameraPos.z+darkness)/darkness,0.2,1.0); - - - float fog = shSaturate(length(cameraPos.xyz-position.xyz) / VISIBILITY); - shOutputColour(0).xyz = shLerp(shOutputColour(0).xyz, watercolour * darkness, shSaturate(fog / waterext)); - } - else - { - float fogValue = shSaturate((depthPassthrough - fogParams.y) * fogParams.w); - shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColor, fogValue); - } + float fogValue = shSaturate((depthPassthrough - fogParams.y) * fogParams.w); + shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColor, fogValue); #if REFRACTION shOutputColour(0).w = 1; #else - shOutputColour(0).w = shSaturate(fresnel + specular); + shOutputColour(0).w = shSaturate(fresnel*2 + specular); #endif } diff --git a/files/mygui/openmw_settings_window.layout b/files/mygui/openmw_settings_window.layout index 00d4eea11..693c5a9cb 100644 --- a/files/mygui/openmw_settings_window.layout +++ b/files/mygui/openmw_settings_window.layout @@ -280,13 +280,6 @@ - - - - - - - diff --git a/files/settings-default.cfg b/files/settings-default.cfg index 044cc3406..2dee5ac88 100644 --- a/files/settings-default.cfg +++ b/files/settings-default.cfg @@ -138,8 +138,6 @@ reflect small statics = false reflect actors = false reflect misc = false -underwater effect = false - [Sound] # Device name. 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