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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...
		
			
				
	
	
		
			11 lines
		
	
	
	
		
			288 B
		
	
	
	
		
			CMake
		
	
	
	
	
	
			
		
		
	
	
			11 lines
		
	
	
	
		
			288 B
		
	
	
	
		
			CMake
		
	
	
	
	
	
| # Copy resource files into the build directory
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| set(SDIR ${CMAKE_CURRENT_SOURCE_DIR})
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| set(DDIR ${OpenMW_BINARY_DIR}/resources/shaders)
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| 
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| set(SHADER_FILES
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|     water_vertex.glsl
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|     water_fragment.glsl
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|     water_nm.png
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| )
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| 
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| copy_all_files(${CMAKE_CURRENT_SOURCE_DIR} ${DDIR} "${SHADER_FILES}")
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