1
0
Fork 0
mirror of https://github.com/OpenMW/openmw.git synced 2025-03-31 14:36:39 +00:00

Merge branch 'graphics' of github.com:scrawl/openmw into graphics

This commit is contained in:
scrawl 2012-06-21 12:19:23 +02:00
commit c8acc52a26
3 changed files with 12 additions and 14 deletions

View file

@ -28,14 +28,15 @@ float4 main_fp_nomrt (float2 iTexCoord : TEXCOORD0,
float3 noiseCoord : TEXCOORD1, float3 noiseCoord : TEXCOORD1,
uniform sampler2D RT : register(s0), uniform sampler2D RT : register(s0),
uniform sampler2D NormalMap : register(s1), uniform sampler2D NormalMap : register(s1),
uniform sampler2D CausticMap : register(s2), uniform sampler2D CausticMap : register(s2)) : COLOR
uniform float4 tintColour) : COLOR
{ {
float4 normal = tex2D(NormalMap, noiseCoord) * 2 - 1; float4 normal = tex2D(NormalMap, noiseCoord) * 2 - 1;
return tex2D(RT, iTexCoord + normal.xy * 0.015) + float4 col = tex2D(RT, iTexCoord + normal.xy * 0.015) +
(tex2D(CausticMap, noiseCoord) / 5) + (tex2D(CausticMap, noiseCoord) / 5);
tintColour ; col.xyz = lerp(col.xyz, float3(0.15, 0.40, 0.40), 0.4);
return col;
} }
@ -45,8 +46,7 @@ float4 main_fp (float2 iTexCoord : TEXCOORD0,
uniform sampler2D RT : register(s0), uniform sampler2D RT : register(s0),
uniform sampler2D NormalMap : register(s1), uniform sampler2D NormalMap : register(s1),
uniform sampler2D CausticMap : register(s2), uniform sampler2D CausticMap : register(s2),
uniform sampler2D DepthMap : register(s3), uniform sampler2D DepthMap : register(s3)) : COLOR
uniform float4 tintColour) : COLOR
{ {
float4 normal = tex2D(NormalMap, noiseCoord) * 2 - 1; float4 normal = tex2D(NormalMap, noiseCoord) * 2 - 1;
@ -54,8 +54,8 @@ float4 main_fp (float2 iTexCoord : TEXCOORD0,
depth = saturate(depth / 2000.f); depth = saturate(depth / 2000.f);
float4 color = tex2D(RT, iTexCoord + normal.xy * 0.015) + float4 color = tex2D(RT, iTexCoord + normal.xy * 0.015) +
(tex2D(CausticMap, noiseCoord) / 5) + (tex2D(CausticMap, noiseCoord) / 5);
tintColour; color.xyz = lerp(color.xyz, float3(0.15, 0.40, 0.40), 0.4);
return lerp(color, float4(0, 0.65, 0.65, 1), depth); return lerp(color, float4(0.15, 0.40, 0.40, 1), depth);
} }

View file

@ -112,8 +112,8 @@ void main_fp
oColor.xyz = lerp(refraction.xyz, reflection.xyz, opacity); oColor.xyz = lerp(refraction.xyz, reflection.xyz, opacity);
oColor.xyz += isUnderwater * float3(0, 0.35, 0.35); // underwater tint color oColor.xyz = lerp(oColor.xyz, float3(0.15, 0.40, 0.40), isUnderwater*0.6); // underwater tint color
oColor.xyz = lerp(oColor.xyz, float3(0, 0.65, 0.65), saturate(isUnderwater * (iDepth / 2000.f))); // underwater fog oColor.xyz = lerp(oColor.xyz, float3(0.15, 0.40, 0.40), saturate(isUnderwater * (iDepth / 2000.f))); // underwater fog
// add fog // add fog
//float fogValue = saturate((iDepth - fogParams.y) * fogParams.w); //float fogValue = saturate((iDepth - fogParams.y) * fogParams.w);

View file

@ -151,7 +151,6 @@ material Water/CompositorNoMRT
fragment_program_ref UnderwaterEffectFP_NoMRT fragment_program_ref UnderwaterEffectFP_NoMRT
{ {
param_named tintColour float4 0 0.35 0.35 1
} }
texture_unit RT texture_unit RT
@ -194,7 +193,6 @@ material Water/Compositor
fragment_program_ref UnderwaterEffectFP fragment_program_ref UnderwaterEffectFP
{ {
param_named tintColour float4 0 0.35 0.35 1
param_named_auto far far_clip_distance param_named_auto far far_clip_distance
} }