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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...
		
			
				
	
	
		
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			CMake
		
	
	
	
	
	
			
		
		
	
	
			2 lines
		
	
	
	
		
			50 B
		
	
	
	
		
			CMake
		
	
	
	
	
	
| add_subdirectory(mygui)
 | |
| add_subdirectory(shaders)
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