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@ -40,8 +40,8 @@ const vec3 SUN_EXT = vec3(0.45, 0.55, 0.68); // sunlight extinction
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const float SUN_SPEC_FADING_THRESHOLD = 0.15; // visibility at which sun specularity starts to fade
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const float SUN_SPEC_FADING_THRESHOLD = 0.15; // visibility at which sun specularity starts to fade
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const float SPEC_HARDNESS = 256.0; // specular highlights hardness
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const float SPEC_HARDNESS = 256.0; // specular highlights hardness
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const float SPEC_BUMPINESS = 5.0; // surface bumpiness boost for specular
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const float SPEC_BUMPINESS = 5.0; // surface bumpiness boost for specular
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const float SPEC_BRIGHTNESS = 1.5; // boosts the brightness of the specular highlights
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const float SPEC_BRIGHTNESS = 1.5; // boosts the brightness of the specular highlights
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const float BUMP_SUPPRESS_DEPTH = 300.0; // at what water depth bumpmap will be suppressed for reflections and refractions (prevents artifacts at shores)
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const float BUMP_SUPPRESS_DEPTH = 300.0; // at what water depth bumpmap will be suppressed for reflections and refractions (prevents artifacts at shores)
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const float REFR_FOG_DISTORT_DISTANCE = 3000.0; // at what distance refraction fog will be calculated using real water depth instead of distorted depth (prevents splotchy shores)
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const float REFR_FOG_DISTORT_DISTANCE = 3000.0; // at what distance refraction fog will be calculated using real water depth instead of distorted depth (prevents splotchy shores)
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