some potential compability fixes

actorid
scrawl 13 years ago
parent 3feb4ce61b
commit 37c7becb07

@ -192,7 +192,7 @@
#if SHADOWS || SHADOWS_PSSM
float fadeRange = shadowFar_fadeStart.x - shadowFar_fadeStart.y;
float fade = 1-((depthPassthrough - shadowFar_fadeStart.y) / fadeRange);
shadow = (depthPassthrough > shadowFar_fadeStart.x) ? 1 : ((depthPassthrough > shadowFar_fadeStart.y) ? 1-((1-shadow)*fade) : shadow);
shadow = (depthPassthrough > shadowFar_fadeStart.x) ? 1.0 : ((depthPassthrough > shadowFar_fadeStart.y) ? 1.0-((1.0-shadow)*fade) : shadow);
#endif
#if !SHADOWS && !SHADOWS_PSSM
@ -205,13 +205,12 @@
#if UNDERWATER
float3 worldPos = shMatrixMult(worldMatrix, float4(objSpacePositionPassthrough,1)).xyz;
float3 waterEyePos = float3(1,1,1);
if (worldPos.y < waterLevel && waterEnabled == 1)
{
// NOTE: this calculation would be wrong for non-uniform scaling
float4 worldNormal = shMatrixMult(worldMatrix, float4(normal.xyz, 0));
waterEyePos = intercept(worldPos, cameraPos.xyz - worldPos, float3(0,1,0), waterLevel);
caustics = getCaustics(causticMap, worldPos, waterEyePos.xyz, worldNormal.xyz, lightDirectionWS0.xyz, waterLevel, waterTimer, windDir_windSpeed);
}
// NOTE: this calculation would be wrong for non-uniform scaling
float4 worldNormal = shMatrixMult(worldMatrix, float4(normal.xyz, 0));
waterEyePos = intercept(worldPos, cameraPos.xyz - worldPos, float3(0,1,0), waterLevel);
caustics = getCaustics(causticMap, worldPos, waterEyePos.xyz, worldNormal.xyz, lightDirectionWS0.xyz, waterLevel, waterTimer, windDir_windSpeed);
if (worldPos.y >= waterLevel || waterEnabled != 1)
caustics = float3(1,1,1);
#endif

@ -36,12 +36,16 @@ float pssmDepthShadow (
{
float shadow;
float pcf1 = depthShadowPCF(shadowMap0, lightSpacePos0, invShadowmapSize0);
float pcf2 = depthShadowPCF(shadowMap1, lightSpacePos1, invShadowmapSize1);
float pcf3 = depthShadowPCF(shadowMap2, lightSpacePos2, invShadowmapSize2);
if (depth < pssmSplitPoints.x)
shadow = depthShadowPCF(shadowMap0, lightSpacePos0, invShadowmapSize0);
shadow = pcf1;
else if (depth < pssmSplitPoints.y)
shadow = depthShadowPCF(shadowMap1, lightSpacePos1, invShadowmapSize1);
shadow = pcf2;
else
shadow = depthShadowPCF(shadowMap2, lightSpacePos2, invShadowmapSize2);
shadow = pcf3;
return shadow;
}

@ -224,13 +224,14 @@
float3 worldPos = shMatrixMult(worldMatrix, float4(objSpacePosition,1)).xyz;
float3 waterEyePos = float3(1,1,1);
if (worldPos.y < waterLevel)
{
// NOTE: this calculation would be wrong for non-uniform scaling
float4 worldNormal = shMatrixMult(worldMatrix, float4(normal.xyz, 0));
waterEyePos = intercept(worldPos, cameraPos.xyz - worldPos, float3(0,1,0), waterLevel);
caustics = getCaustics(causticMap, worldPos, waterEyePos.xyz, worldNormal.xyz, lightDirectionWS0.xyz, waterLevel, waterTimer, windDir_windSpeed);
}
// NOTE: this calculation would be wrong for non-uniform scaling
float4 worldNormal = shMatrixMult(worldMatrix, float4(normal.xyz, 0));
waterEyePos = intercept(worldPos, cameraPos.xyz - worldPos, float3(0,1,0), waterLevel);
caustics = getCaustics(causticMap, worldPos, waterEyePos.xyz, worldNormal.xyz, lightDirectionWS0.xyz, waterLevel, waterTimer, windDir_windSpeed);
if (worldPos.y >= waterLevel)
caustics = float3(1,1,1);
#endif
@ -285,7 +286,7 @@
#if SHADOWS || SHADOWS_PSSM
float fadeRange = shadowFar_fadeStart.x - shadowFar_fadeStart.y;
float fade = 1-((depth - shadowFar_fadeStart.y) / fadeRange);
shadow = (depth > shadowFar_fadeStart.x) ? 1 : ((depth > shadowFar_fadeStart.y) ? 1-((1-shadow)*fade) : shadow);
shadow = (depth > shadowFar_fadeStart.x) ? 1.0 : ((depth > shadowFar_fadeStart.y) ? 1.0-((1.0-shadow)*fade) : shadow);
#endif
#if !SHADOWS && !SHADOWS_PSSM

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