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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...
24 KiB
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24 KiB
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![](/mirror/openmw-tes3mp/raw/commit/0409e5a043d1d2db1c07aded5f73e5a8b2a9b25b/files/shaders/water_nm.png)