fixed a problem with the underwater compositor

pull/21/head
scrawl 13 years ago
parent 2fa9bac517
commit 328bdaafb6

@ -57,3 +57,9 @@ reflect small statics = false
reflect actors = true reflect actors = true
reflect misc = false reflect misc = false
[Render]
# Only supported on SM3+ cards
# If you have a lower end card, this will be disabled automatically
multiple render targets = true

@ -6,7 +6,7 @@ float4 main_ps(float2 iTexCoord : TEXCOORD0,
float3 noiseCoord : TEXCOORD1, float3 noiseCoord : TEXCOORD1,
uniform float4 tintColour) : COLOR uniform float4 tintColour) : COLOR
{ {
float4 normal = tex2D(NormalMap, noiseCoord); float4 normal = tex2D(NormalMap, noiseCoord) * 2 - 1;
return tex2D(RT, iTexCoord + normal.xy * 0.05) + return tex2D(RT, iTexCoord + normal.xy * 0.05) +

@ -48,6 +48,7 @@ material Water
vertex_program_ref Water_VP vertex_program_ref Water_VP
{ {
param_named_auto renderTargetFlipping render_target_flipping
} }
fragment_program_ref Water_FP fragment_program_ref Water_FP
{ {

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