forked from mirror/openmw-tes3mp
Bringing in some of Azathoth's work
parent
7385948056
commit
8798f7dd40
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#include "water.hpp"
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namespace MWRender {
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Water::Water (Ogre::Camera *camera) : mCamera (camera), mViewport (camera->getViewport()), mSceneManager (camera->getSceneManager()) {
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try {
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Ogre::CompositorManager::getSingleton().addCompositor(mViewport, "Water", -1);
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Ogre::CompositorManager::getSingleton().setCompositorEnabled(mViewport, "Water", false);
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} catch(...) {
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}
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mIsUnderwater = false;
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mCamera->addListener(this);
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for (unsigned int i = 0; i < 2; i++) {
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Ogre::TexturePtr tex = Ogre::TextureManager::getSingleton().createManual(i == 0 ? "refraction" : "reflection", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, Ogre::TEX_TYPE_2D, 512, 512, 0, Ogre::PF_R8G8B8, Ogre::TU_RENDERTARGET);
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Ogre::RenderTarget* rtt = tex->getBuffer()->getRenderTarget();
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rtt->addViewport(mCamera)->setOverlaysEnabled(false);
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rtt->addListener(this);
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if (i == 0) mRefractionTarget = rtt;
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else mReflectionTarget = rtt;
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}
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mWaterPlane = Ogre::Plane(Ogre::Vector3::UNIT_Y, 0);
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Ogre::MeshManager::getSingleton().createPlane("water", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, mWaterPlane, 7000, 7000, 10, 10, true, 1, 3, 5, Ogre::Vector3::UNIT_Z);
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mWater = mSceneManager->createEntity("Water", "water");
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mWater->setMaterialName("Water/ReflectionRefraction");
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mWaterNode = mSceneManager->getRootSceneNode()->createChildSceneNode();
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mWaterNode->attachObject(mWater);
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}
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Water::~Water() {
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Ogre::MeshManager::getSingleton().remove("water");
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Ogre::TextureManager::getSingleton().remove("refraction");
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Ogre::TextureManager::getSingleton().remove("reflection");
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Ogre::CompositorManager::getSingleton().removeCompositorChain(mViewport);
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}
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void Water::preRenderTargetUpdate(const Ogre::RenderTargetEvent& evt) {
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mWater->setVisible(false);
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if (evt.source == mReflectionTarget) {
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mCamera->enableReflection(mWaterPlane);
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} else {
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}
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}
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void Water::postRenderTargetUpdate(const Ogre::RenderTargetEvent& evt) {
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mWater->setVisible(true);
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if (evt.source == mReflectionTarget) {
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mCamera->disableReflection();
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} else {
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}
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}
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void Water::checkUnderwater() {
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Ogre::Vector3 pos = mCamera->getPosition();
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if (mIsUnderwater && pos.y > 0) {
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try {
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Ogre::CompositorManager::getSingleton().setCompositorEnabled(mViewport, "Water", false);
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} catch(...) {
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}
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std::cout << "Removing water compositor" << "\n";
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mIsUnderwater = false;
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}
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if (!mIsUnderwater && pos.y < 0) {
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try {
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Ogre::CompositorManager::getSingleton().setCompositorEnabled(mViewport, "Water", true);
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} catch(...) {
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}
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mIsUnderwater = true;
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std::cout << "Adding water compositor" << "\n";
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}
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}
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void Water::cameraPreRenderScene(Ogre::Camera *cam) {
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Ogre::Vector3 pos = cam->getPosition();
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if (pos != mOldCameraPos) {
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mWaterNode->setPosition(pos.x, 0, pos.z);
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mOldCameraPos = pos;
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}
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}
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void Water::cameraPostRenderScene(Ogre::Camera *cam) {
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}
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void Water::cameraDestroyed(Ogre::Camera *cam) {
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}
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}
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#ifndef GAME_MWRENDER_WATER_H
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#define GAME_MWRENDER_WATER_H
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#include <Ogre.h>
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namespace MWRender {
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/// Water rendering
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class Water : Ogre::RenderTargetListener, Ogre::Camera::Listener {
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Ogre::Camera *mCamera;
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Ogre::SceneManager *mSceneManager;
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Ogre::Viewport *mViewport;
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Ogre::RenderTarget *mRefractionTarget;
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Ogre::RenderTarget *mReflectionTarget;
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Ogre::Plane mWaterPlane;
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Ogre::SceneNode *mWaterNode;
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Ogre::Entity *mWater;
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Ogre::Vector3 mOldCameraPos;
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bool mIsUnderwater;
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void preRenderTargetUpdate(const Ogre::RenderTargetEvent&);
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void postRenderTargetUpdate(const Ogre::RenderTargetEvent&);
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void cameraPreRenderScene(Ogre::Camera *cam);
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void cameraPostRenderScene(Ogre::Camera *cam);
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void cameraDestroyed(Ogre::Camera *cam);
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public:
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Water (Ogre::Camera *camera);
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~Water();
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void checkUnderwater();
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};
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}
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#endif
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project(resources)
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/caustic_0.png "${OpenMW_BINARY_DIR}/resources/water/caustic_0.png" COPYONLY)
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/Example_Fresnel.cg "${OpenMW_BINARY_DIR}/resources/water/Example_Fresnel.cg" COPYONLY)
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/Example_FresnelPS.asm "${OpenMW_BINARY_DIR}/resources/water/Example_FresnelPS.asm" COPYONLY)
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/GlassFP.cg "${OpenMW_BINARY_DIR}/resources/water/GlassFP.cg" COPYONLY)
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/GlassVP.cg "${OpenMW_BINARY_DIR}/resources/water/GlassVP.cg" COPYONLY)
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/perlinvolume.dds "${OpenMW_BINARY_DIR}/resources/water/perlinvolume.dds" COPYONLY)
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/Water02.jpg "${OpenMW_BINARY_DIR}/resources/water/Water02.jpg" COPYONLY)
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/water.compositor "${OpenMW_BINARY_DIR}/resources/water/water.compositor" COPYONLY)
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/water.material "${OpenMW_BINARY_DIR}/resources/water/water.material" COPYONLY)
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configure_file(${CMAKE_CURRENT_SOURCE_DIR}/water/waves2.dds "${OpenMW_BINARY_DIR}/resources/water/waves2.dds" COPYONLY)
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// Vertex program for fresnel reflections / refractions
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void main_vp(
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float4 pos : POSITION,
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float4 normal : NORMAL,
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float2 tex : TEXCOORD0,
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out float4 oPos : POSITION,
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out float3 noiseCoord : TEXCOORD0,
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out float4 projectionCoord : TEXCOORD1,
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out float3 oEyeDir : TEXCOORD2,
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out float3 oNormal : TEXCOORD3,
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uniform float4x4 worldViewProjMatrix,
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uniform float3 eyePosition, // object space
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uniform float timeVal,
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uniform float scale, // the amount to scale the noise texture by
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uniform float scroll, // the amount by which to scroll the noise
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uniform float noise // the noise perturb as a factor of the time
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)
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{
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oPos = mul(worldViewProjMatrix, pos);
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// Projective texture coordinates, adjust for mapping
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float4x4 scalemat = float4x4(0.5, 0, 0, 0.5,
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0,-0.5, 0, 0.5,
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0, 0, 0.5, 0.5,
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0, 0, 0, 1);
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projectionCoord = mul(scalemat, oPos);
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// Noise map coords
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noiseCoord.xy = (tex + (timeVal * scroll)) * scale;
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noiseCoord.z = noise * timeVal;
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oEyeDir = normalize(pos.xyz - eyePosition);
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oNormal = normal.rgb;
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}
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// Fragment program for distorting a texture using a 3D noise texture
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void main_fp(
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float3 noiseCoord : TEXCOORD0,
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float4 projectionCoord : TEXCOORD1,
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float3 eyeDir : TEXCOORD2,
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float3 normal : TEXCOORD3,
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out float4 col : COLOR,
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uniform float4 tintColour,
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uniform float noiseScale,
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uniform float fresnelBias,
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uniform float fresnelScale,
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uniform float fresnelPower,
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uniform sampler2D waterTex : register(s0),
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uniform sampler2D noiseMap : register(s1),
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uniform sampler2D reflectMap : register(s2),
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uniform sampler2D refractMap : register(s3)
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)
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{
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// Do the tex projection manually so we can distort _after_
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float2 final = projectionCoord.xy / projectionCoord.w;
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// Noise
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float3 noiseNormal = (tex2D(noiseMap, (noiseCoord.xy / 5)).rgb - 0.5).rbg * noiseScale;
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final += noiseNormal.xz;
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// Fresnel
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//normal = normalize(normal + noiseNormal.xz);
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float fresnel = fresnelBias + fresnelScale * pow(1 + dot(eyeDir, normal), fresnelPower);
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// Reflection / refraction
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float4 reflectionColour = tex2D(reflectMap, final);
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float4 refractionColour = tex2D(refractMap, final) + tintColour;
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// Final colour
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col = lerp(refractionColour, reflectionColour, fresnel) * tex2D(waterTex, noiseNormal) / 3 ;
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}
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// Old version to match ATI PS 1.3 implementation
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void main_vp_old(
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float4 pos : POSITION,
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float4 normal : NORMAL,
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float2 tex : TEXCOORD0,
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out float4 oPos : POSITION,
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out float fresnel : COLOR,
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out float3 noiseCoord : TEXCOORD0,
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out float4 projectionCoord : TEXCOORD1,
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uniform float4x4 worldViewProjMatrix,
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uniform float3 eyePosition, // object space
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uniform float fresnelBias,
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uniform float fresnelScale,
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uniform float fresnelPower,
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uniform float timeVal,
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uniform float scale, // the amount to scale the noise texture by
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uniform float scroll, // the amount by which to scroll the noise
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uniform float noise // the noise perturb as a factor of the time
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)
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{
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oPos = mul(worldViewProjMatrix, pos);
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// Projective texture coordinates, adjust for mapping
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float4x4 scalemat = float4x4(0.5, 0, 0, 0.5,
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0,-0.5, 0, 0.5,
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0, 0, 0.5, 0.5,
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0, 0, 0, 1);
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projectionCoord = mul(scalemat, oPos);
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// Noise map coords
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noiseCoord.xy = (tex + (timeVal * scroll)) * scale;
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noiseCoord.z = noise * timeVal;
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// calc fresnel factor (reflection coefficient)
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float3 eyeDir = normalize(pos.xyz - eyePosition);
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fresnel = fresnelBias + fresnelScale * pow(1 + dot(eyeDir, normal), fresnelPower);
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}
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ps.1.4
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// conversion from Cg generated ARB_fragment_program to ps.1.4 by NFZ
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// command line args: -profile arbfp1 -entry main_fp
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// program main_fp
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// c0 : distortionRange
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// c1 : tintColour
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// testure 0 : noiseMap
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// texture 1 : reflectMap
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// texture 2 : refractMap
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// v0.x : fresnel
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// t0.xyz : noiseCoord
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// t1.xyw : projectionCoord
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def c2, 2, 1, 0, 0
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// Cg: distort.x = tex3D(noiseMap, noiseCoord).x;
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// arbfp1: TEX R0.x, fragment.texcoord[0], texture[0], 3D;
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// sample noise map using noiseCoord in TEX unit 0
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texld r0, t0.xyz
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// get projected texture coordinates from TEX coord 1
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// will be used in phase 2
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texcrd r1.xy, t1_dw.xyw
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mov r1.z, c2.y
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// Cg: distort.y = tex3D(noiseMap, noiseCoord + yoffset).x;
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// arbfp1: ADD R1.xyz, fragment.texcoord[0], c1;
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// arbfp1: TEX R1.x, R1, texture[0], 3D;
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// arbfp1: MOV R0.y, R1.x;
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// Cg: distort = (distort * 2 - 1) * distortionRange;
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// arbfp1: MAD R0.xy, R0, c0.x, -c0.y;
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// arbfp1: MUL R0.xy, R0, u0.x;
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// (distort * 2 - 1) same as 2*(distort -.5) so use _bx2
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// Cg: final = projectionCoord.xy / projectionCoord.w;
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// Cg: final += distort;
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// arbfp1: RCP R0.w, fragment.texcoord[1].w;
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// arbfp1: MAD R0.xy, fragment.texcoord[1], R0.w, R0;
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// final = (distort * projectionCoord.w) + projectionCoord.xy
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// for ps.1.4 have to re-arrange things a bit to perturb projected texture coordinates
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mad r0.xyz, r0_bx2, c0.x, r1
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phase
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// do dependant texture reads
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// Cg: reflectionColour = tex2D(reflectMap, final);
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// arbfp1: TEX R0, R0, texture[1], 2D;
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// sampe reflectMap using dependant read : texunit 1
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texld r1, r0.xyz
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// Cg: refractionColour = tex2D(refractMap, final) + tintColour;
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// arbfp1: TEX R1, R0, texture[2], 2D;
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// sample refractMap : texunit 2
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texld r2, r0.xyz
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// adding tintColour that is in global c1
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// arbfp1: ADD R1, R1, u1;
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add r2, r2, c1
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// Cg: col = lerp(refractionColour, reflectionColour, fresnel);
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// arbfp1: ADD R0, R0, -R1;
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// arbfp1: MAD result.color, fragment.color.primary.x, R0, R1;
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lrp r0, v0.x, r1, r2
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sampler RT : register(s0);
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sampler NormalMap : register(s1);
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sampler CausticMap : register(s2);
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float4 main_ps(float2 iTexCoord : TEXCOORD0,
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float3 noiseCoord : TEXCOORD1,
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uniform float4 tintColour) : COLOR
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{
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float4 normal = tex2D(NormalMap, noiseCoord);
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return tex2D(RT, iTexCoord + normal.xy * 0.05) +
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(tex2D(CausticMap, noiseCoord) / 5) +
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tintColour ;
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}
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void glass_vp
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(
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in float4 inPos : POSITION,
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out float4 pos : POSITION,
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out float2 uv0 : TEXCOORD0,
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out float4 noiseCoord : TEXCOORD1,
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uniform float4x4 worldViewProj,
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uniform float timeVal,
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uniform float scale
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)
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{
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// Use standardise transform, so work accord with render system specific (RS depth, requires texture flipping, etc)
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pos = mul(worldViewProj, inPos);
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// The input positions adjusted by texel offsets, so clean up inaccuracies
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inPos.xy = sign(inPos.xy);
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// Convert to image-space
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uv0 = (float2(inPos.x, -inPos.y) + 1.0f) * 0.5f;
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noiseCoord = (pos + timeVal) * scale;
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}
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After Width: | Height: | Size: 34 KiB |
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compositor Water
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{
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technique
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{
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texture rt0 target_width target_height PF_R8G8B8
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target rt0 { input previous }
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target_output
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{
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// Start with clear output
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input none
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pass render_quad
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{
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material Water/Compositor
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input 0 rt0
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}
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}
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}
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}
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// Derived from ogre samples
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vertex_program Water/GlassVP cg
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{
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source GlassVP.cg
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entry_point glass_vp
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profiles vs_1_1 arbvp1
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default_params
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{
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param_named_auto worldViewProj worldviewproj_matrix
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}
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}
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fragment_program Water/GlassFP cg
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{
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source GlassFP.cg
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entry_point main_ps
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profiles ps_2_0 arbfp1
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}
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material Water/Compositor
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{
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technique
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{
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pass
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{
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depth_check off
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vertex_program_ref Water/GlassVP
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{
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param_named_auto timeVal time 0.25
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param_named scale float 0.1
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}
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fragment_program_ref Water/GlassFP
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{
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param_named tintColour float4 0 0.35 0.35 1
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}
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texture_unit RT
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{
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tex_coord_set 0
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tex_address_mode clamp
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filtering linear linear linear
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}
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texture_unit
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{
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texture WaterNormal1.tga 2d
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tex_coord_set 1
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//tex_address_mode clamp
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filtering linear linear linear
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}
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texture_unit
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{
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texture caustic_0.png 2d
|
||||
tex_coord_set 2
|
||||
//tex_address_mode clamp
|
||||
filtering linear linear linear
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
vertex_program Water/RefractReflectVP cg
|
||||
{
|
||||
source Example_Fresnel.cg
|
||||
entry_point main_vp
|
||||
profiles vs_1_1 arbvp1
|
||||
}
|
||||
vertex_program Water/RefractReflectVPold cg
|
||||
{
|
||||
source Example_Fresnel.cg
|
||||
entry_point main_vp_old
|
||||
profiles vs_1_1 arbvp1
|
||||
}
|
||||
|
||||
fragment_program Water/RefractReflectFP cg
|
||||
{
|
||||
source Example_Fresnel.cg
|
||||
entry_point main_fp
|
||||
// sorry, ps_1_1 and fp20 can't do this
|
||||
profiles ps_2_0 arbfp1
|
||||
}
|
||||
|
||||
fragment_program Water/RefractReflectPS asm
|
||||
{
|
||||
source Example_FresnelPS.asm
|
||||
// sorry, only for ps_1_4 :)
|
||||
syntax ps_1_4
|
||||
|
||||
}
|
||||
|
||||
|
||||
material Water/ReflectionRefraction
|
||||
{
|
||||
// ps_2_0 / arbfp1
|
||||
technique
|
||||
{
|
||||
pass
|
||||
{
|
||||
|
||||
vertex_program_ref Water/RefractReflectVP
|
||||
{
|
||||
param_named_auto worldViewProjMatrix worldviewproj_matrix
|
||||
param_named_auto eyePosition camera_position_object_space
|
||||
param_named_auto timeVal time 0.15
|
||||
param_named scroll float 1
|
||||
param_named scale float 1
|
||||
param_named noise float 1
|
||||
// scroll and noisePos will need updating per frame
|
||||
}
|
||||
fragment_program_ref Water/RefractReflectFP
|
||||
{
|
||||
param_named fresnelBias float -0.1
|
||||
param_named fresnelScale float 0.8
|
||||
param_named fresnelPower float 20
|
||||
param_named tintColour float4 0 0.15 0.15 1
|
||||
param_named noiseScale float 0.05
|
||||
}
|
||||
// Water
|
||||
texture_unit
|
||||
{
|
||||
// Water texture
|
||||
texture Water02.jpg
|
||||
// min / mag filtering, no mip
|
||||
filtering linear linear none
|
||||
}
|
||||
// Noise
|
||||
texture_unit
|
||||
{
|
||||
// Perlin noise volume
|
||||
texture waves2.dds
|
||||
// min / mag filtering, no mip
|
||||
filtering linear linear none
|
||||
}
|
||||
// Reflection
|
||||
texture_unit
|
||||
{
|
||||
// Will be filled in at runtime
|
||||
texture reflection
|
||||
tex_address_mode clamp
|
||||
}
|
||||
// Refraction
|
||||
texture_unit
|
||||
{
|
||||
// Will be filled in at runtime
|
||||
texture refraction
|
||||
tex_address_mode clamp
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
// ATI 8500 +
|
||||
technique
|
||||
{
|
||||
pass
|
||||
{
|
||||
vertex_program_ref Water/RefractReflectVPold
|
||||
{
|
||||
param_named_auto worldViewProjMatrix worldviewproj_matrix
|
||||
param_named_auto eyePosition camera_position_object_space
|
||||
param_named fresnelBias float -0.3
|
||||
param_named fresnelScale float 1.4
|
||||
param_named fresnelPower float 8
|
||||
param_named_auto timeVal time_0_1 20
|
||||
param_named scroll float 1
|
||||
param_named scale float 4
|
||||
param_named noise float 1
|
||||
// scroll and noisePos will need updating per frame
|
||||
}
|
||||
|
||||
// for ATI RADEON 8500 - 9200
|
||||
fragment_program_ref Water/RefractReflectPS
|
||||
{
|
||||
// distortionRange
|
||||
param_indexed 0 float 0.025
|
||||
// tintColour
|
||||
param_indexed 1 float4 0.05 0.12 0.15 1
|
||||
}
|
||||
|
||||
// Noise
|
||||
texture_unit
|
||||
{
|
||||
// Perlin noise volume
|
||||
texture perlinvolume.dds 3d
|
||||
// min / mag filtering, no mip
|
||||
filtering linear linear none
|
||||
}
|
||||
// Reflection
|
||||
texture_unit
|
||||
{
|
||||
// Will be filled in at runtime
|
||||
texture Reflection
|
||||
tex_address_mode clamp
|
||||
}
|
||||
// Refraction
|
||||
texture_unit
|
||||
{
|
||||
// Will be filled in at runtime
|
||||
texture Refraction
|
||||
tex_address_mode clamp
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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Reference in New Issue