From 095e535082831f88214eec8c76d89128860068e3 Mon Sep 17 00:00:00 2001 From: Erik Hofman Date: Sat, 16 Jul 2011 15:30:32 +0200 Subject: [PATCH] Don't let the urban shader and the landmass shader fight over the city type terrain and restrict the landmass shader to only below a quality of 3.5 --- Shaders/.landmass.vert.swp | Bin 12288 -> 12288 bytes Shaders/.urban.frag.swp | Bin 0 -> 16384 bytes Shaders/landmass.frag | 4 ++-- 3 files changed, 2 insertions(+), 2 deletions(-) create mode 100644 Shaders/.urban.frag.swp diff --git a/Shaders/.landmass.vert.swp b/Shaders/.landmass.vert.swp index 4588cb352019af2137204270e77be3d6c4d6971d..b686bfecac7b85b6cd077a3a7b1d507af7adc74a 100644 GIT binary patch delta 22 dcmZojXh@hK!Qm#rz>r#$nLTl#%0`zx`T$bI2dDr5 delta 22 dcmZojXh@hK!Lf>mfg!ahGkfAfm5nZY^Z{6C2nYZG diff --git a/Shaders/.urban.frag.swp b/Shaders/.urban.frag.swp new file mode 100644 index 0000000000000000000000000000000000000000..48d02137839d5da38483cab0e53373f931f0bec1 GIT binary patch literal 16384 zcmeI3X>24%6@Z(BYhVL};|CCl3LB!H@f`MyciGLx0k7>%%#LTBwbv{}Vbn9zV|TVa zJ?ZYT*SjDj5aJX!;tB|Xgv1qz2oQ$|0ttk~A$~xFK>XnrL0p0m{;+(ns;B2zFCmCO zNHeR??x}k9>eZ`PXL}pd8_O%|g~hVP=V_L8%^R<;9l77O?&aAHy>pWMNT1VAHx9x_ zlCrFld%hclajCu8j`-1XVyCpW<+R)|D)qvK(KRWz^C%Te#3vq@cwpjzi3cVgn0R2~fr$qu9+-IG|J?&|_bTfWjkpTl z3Xe&+n%^$GE&0x`$!Fq$i3cVgn0R2~fr$qu9+-Gw;(>_=CLWl0VB&#^2mVhz;Iu63 zvDm&U7XZBTmpgz5pK4h@hOa;kR^Y|(BDfxY^%Tqc7JLjo3U7fB?tlfz!876S*I3p= z@DunNd=%aQKCHpD@WTU^^=0@Hd<0$tEvUjtxDjrEe>~Z;z6SiI(+q_#%7=e7GG}VG5oK zzkGsa{Q@3K)$npS2|2h9u7v~ekH=Fd{0@Eq--GYMx8alUakv}0@ND?T<1Fjz z@L{+JC*is99Jm^OPscq7_rq7=b8sJg7G4jpgH2e5BVfag@B(<43!aDITW}w|AKnLT zXu@f@79J)pehuG;@4y$}^Y9LMJ2apU5-r0I zy^7j1nL!fy{j5yJYul#KEpsZ)B1yuK=q=cL^yp#9X#0T^tC-Sam`(bjyo%lPaW8bs zi*_vtw;g}oJ)c*tu9{MJ^TuNfRf6m0cl&y-EH4I%yi-i%Y22*XOYQP#OEm3BFdf&P5z`V8 z=Q5G`zDODm(zb3H`*X^sU#o6slOZytjxSf2YfJN|>uW2gPOaZoKQX_se(E$*>q}>s zs`a(i`C9$9`Ra)*?n=uI!c2T~x!S^itF~`$S`+G(uWhAQ@DRPy@?-^{PkSU+Z9CZE2_1fyp+EShHtk174EY%k43#V#p>qdM; zUd9B|41d+uw6&fblVVogqLxQQ946hyHjPKbll>IPlk5`!+v z54tU_Qe8i%>!JD!>XonTKkp5t@5)kuFPd9!^BldXcJX`Ys%98O5fP{T)9i(z%SxsF zBl3E@nucLAlPqhWq?y=e8QJcxN|a}FX)|S*>xvRxPN${1q1*DBvA07P;10FCC^BZw zP78`pf?c~@oX#tIW&Uivy0o!WW&G%#ml;gER$OlezWA@7WBeC&f?eH9#}q5bi7?n!rO4YZF>v|IV@7gGBnn!j zusv4zZk8J_-mCw61&Nf=F{U9VgzIJ_IBM5upZD`3XS?gWVR=#9&Bz(FW{{KaK=;c$ z?nLf>c(+8f8UICr^9j- zUshlrJyh*BSA$3|W+Mg237y?;5Yf>GSrpkTUunld=nsk1=1;$@zQ%TE;kIOO%nY&_ zN~6O-5o6_9;zCcP`F{Q&__L|%%kwCUaWWsW6swss-v}@@-{Q~V-Ii)gq{$-Mb-He- z8hh$QQLP5P*L1>epxjtFeo@_|PP>j@h`nu>C)t0q$?0~bZ%{fPHazCsa8C;EZR!<& ztrs#;xRF#g-;1|`@Ft?#l~``7<3Vr7bHk!!R=uWd3vN=ku2$7f*(&)ZRmc_8HY>_a zYT=lCvE=;!QqFCcIP1yz-{sfWIOE?7pM-b8Mc9QlG@$`F;{5+bcqas~0#%p=3odc)|0g^M_rqu49NYyjh6C^?&i#Lc zU&1%x^YBurz(KggS^u~2A@~5i8Qui5@IZ#U2RI8)hTn3g{{)HJFb&-_;m3wYR9^_qqybj z$hLy|@2E(HGdO5889SznN2C)*(`oQ@k?rAF^0Xumw9pXr&g%WGDc^6J?0C}@t?ck{ ziq<3Q%{H(zhief?T91R+?WYZ|EONJFc1Ikhl8)g%DT^(1%HhK~z4?@o*74hK^M9;k zCRKnz{SiX_rYqAFeXC>oNh}`{x>CI48qzfm3ITp)vGWJ#}kY zj33@kOBxo;6lZ74hmXo-ZE{lSYnV$$9cN^2(qt%2si6p;E>@DTlHiw3P;!DX0jzIP z(-w&1N5+vvjy+Zon{^xy?dG*Zw8G0|c^z`s18&A@6 zRhdxMf?n8k@0h-`$emMLu6J@O;(tX3yNNsdUP-dk=#azrnB>i7!t3|skZH7g#Qnt( zwe%o{jHYku^g~B4%V_9~85x;+2#geyNPZOU)4e>_9(}>bnJj5ia-Bcw2`==5*dDEl zvpEwz8Y{N6Ub{#CP+9&-Bg+!odcs#NpNoPPoyo91qz1SBq|eC>$KW>HmK*R^B!ecy zJ%53!^+mt_9w8n1)QtY|WyhE6aeWh1K?Xr{PU2O7omi>c;OEuGx;ZK-rsp)Rf38Xs z3nFO_Pr5~Yix@wtMLHBl&Z=@HKZyJSz+i7F%oF)aYTU%SbaXk7pJ)eX^4tlJQ>~aYn5uOMU8tDOD?qJJW+D z0a(+w*-7K2-NyLZ1r(7-f=JL6cZYE@Nac1@qCne7#d!p|ycwF3WPJ9^o7JGA#InH> zXq?Rq%33tiM6(sN%Rp_}|20yo~ypNEX z!-(h*qi(7mk1*YG?ROE92V0uEF^H%npd_UqPyHm*xV$QC47zUvHG?SCNAileTi0Q} zA~86sYnPOU6J%p2ck26JASjm;{w$(yGUr}kf0 z=~q>Z1Pm5YxuMq&@@3z0a*s7uXn)(-bTCEi`*P|EFQ!a=L+=$a$~Z>%p{#kyJ3;fN g!K5;`NOUpnoA-rRdWU&Y&thY*F-^$**KaHT1>0Lt!2kdN literal 0 HcmV?d00001 diff --git a/Shaders/landmass.frag b/Shaders/landmass.frag index ff3f15c8d..421d333ea 100644 --- a/Shaders/landmass.frag +++ b/Shaders/landmass.frag @@ -56,14 +56,14 @@ void main (void) { float bump = 1.0; - if ( quality_level >= 3.5 ) { + if ( quality_level >= 3.0 ) { linear_search_steps = 20; } vec2 uv, dp = vec2(0, 0), ds = vec2(0, 0); vec3 N; float d = 0; - if ( bump > 0.9 && quality_level >= 2.0 ) + if ( bump > 0.9 && quality_level >= 2.0 && quality_level < 3.5) { vec3 V = normalize(ecPosition.xyz); float a = dot(VNormal, -V);