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Water: pass the near and far planes

This commit is contained in:
scrawl 2015-10-28 18:59:35 +01:00
parent 37c9c12962
commit 9f2f503d37
2 changed files with 7 additions and 3 deletions

View file

@ -198,6 +198,9 @@ namespace MWRender
mFieldOfView = Settings::Manager::getFloat("field of view", "General");
updateProjectionMatrix();
mStateUpdater->setFogEnd(mViewDistance);
mRootNode->getOrCreateStateSet()->addUniform(new osg::Uniform("near", mNearClip));
mRootNode->getOrCreateStateSet()->addUniform(new osg::Uniform("far", mViewDistance));
}
RenderingManager::~RenderingManager()

View file

@ -68,6 +68,9 @@ uniform sampler2D normalMap;
uniform float osg_SimulationTime;
uniform float near;
uniform float far;
void main(void)
{
// FIXME
@ -160,10 +163,8 @@ void main(void)
#if REFRACTION
float refractionDepth = texture2D(refractionDepthMap, screenCoords-(normal.xy*REFR_BUMP)).x;
// make linear
float zNear = 5; // FIXME
float zFar = 6666; // FIXME
float z_n = 2.0 * refractionDepth - 1.0;
refractionDepth = 2.0 * zNear * zFar / (zFar + zNear - z_n * (zFar - zNear));
refractionDepth = 2.0 * near * far / (far + near - z_n * (far - near));
float waterDepth = refractionDepth - depthPassthrough;