fix areas with only water (no objects below)

actorid
scrawl 13 years ago
parent c49d5dd40b
commit bcee5d5943

@ -59,8 +59,10 @@ void main_fp
oColor.a = 1;
// Sample screen-space depth map and subtract pixel depth to get the real water depth
float depth1 = tex2D(depthMap, screenCoords).r * far - iDepth;
float depthTex = tex2D(depthMap, screenCoords).r;
float depth1 = depthTex * far - iDepth;
depth1 = saturate(depth1 / 500.f);
depth1 = (depthTex == 0 ? 1 : depth1);
// Simple wave effect. to be replaced by something better
float2 uv1 = iUv + time * float2(0.5, 0);

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