Bugfix for lower quality water shader in Atmospheric Light Scattering
This commit is contained in:
parent
235c21985e
commit
4426b4a301
2 changed files with 16 additions and 13 deletions
|
@ -513,7 +513,8 @@
|
||||||
</technique>
|
</technique>
|
||||||
|
|
||||||
|
|
||||||
<technique n="2">
|
|
||||||
|
<technique n="2">
|
||||||
<predicate>
|
<predicate>
|
||||||
<and>
|
<and>
|
||||||
<property>/sim/rendering/shaders/skydome</property>
|
<property>/sim/rendering/shaders/skydome</property>
|
||||||
|
@ -843,7 +844,7 @@
|
||||||
<use>eye_alt</use>
|
<use>eye_alt</use>
|
||||||
</value>
|
</value>
|
||||||
</uniform>
|
</uniform>
|
||||||
<uniform>
|
<uniform>
|
||||||
<name>cloud_self_shading</name>
|
<name>cloud_self_shading</name>
|
||||||
<type>float</type>
|
<type>float</type>
|
||||||
<value><use>cloud_self_shading</use></value>
|
<value><use>cloud_self_shading</use></value>
|
||||||
|
@ -873,6 +874,9 @@
|
||||||
<!-- END fog include -->
|
<!-- END fog include -->
|
||||||
</pass>
|
</pass>
|
||||||
</technique>
|
</technique>
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
<technique n="6">
|
<technique n="6">
|
||||||
<predicate>
|
<predicate>
|
||||||
|
|
|
@ -129,10 +129,10 @@ void sumWaves(float angle, float dangle, float windScale, float factor, out floa
|
||||||
ddx = deriv * wave0.dir.x;
|
ddx = deriv * wave0.dir.x;
|
||||||
ddy = deriv * wave0.dir.y;
|
ddy = deriv * wave0.dir.y;
|
||||||
|
|
||||||
P.y += evaluateWave(wave1, P.xz, osg_SimulationTime);
|
//P.y += evaluateWave(wave1, P.xz, osg_SimulationTime);
|
||||||
deriv = evaluateWaveDeriv(wave1, P.xz, osg_SimulationTime);
|
//deriv = evaluateWaveDeriv(wave1, P.xz, osg_SimulationTime);
|
||||||
ddx += deriv * wave1.dir.x;
|
//ddx += deriv * wave1.dir.x;
|
||||||
ddy += deriv * wave1.dir.y;
|
//ddy += deriv * wave1.dir.y;
|
||||||
|
|
||||||
P.y += evaluateWaveSharp(wave2, P.xz, osg_SimulationTime, WaveSharp);
|
P.y += evaluateWaveSharp(wave2, P.xz, osg_SimulationTime, WaveSharp);
|
||||||
deriv = evaluateWaveDerivSharp(wave2, P.xz, osg_SimulationTime, WaveSharp);
|
deriv = evaluateWaveDerivSharp(wave2, P.xz, osg_SimulationTime, WaveSharp);
|
||||||
|
@ -272,10 +272,9 @@ void main(void)
|
||||||
sumWaves(WaveAngle, 1.5, windScale, WaveFactor, ddx1, ddy1);
|
sumWaves(WaveAngle, 1.5, windScale, WaveFactor, ddx1, ddy1);
|
||||||
|
|
||||||
//reset the waves
|
//reset the waves
|
||||||
/*
|
|
||||||
angle = 0.0;
|
angle = 0.0;
|
||||||
float waveamp = WaveAmp * 0.75;
|
float waveamp = WaveAmp * 0.75;
|
||||||
|
|
||||||
wave0.freq = WaveFreq ;
|
wave0.freq = WaveFreq ;
|
||||||
wave0.amp = waveamp;
|
wave0.amp = waveamp;
|
||||||
wave0.dir = vec2 (0.0, 1.0); //vec2(cos(radians(angle)), sin(radians(angle)));
|
wave0.dir = vec2 (0.0, 1.0); //vec2(cos(radians(angle)), sin(radians(angle)));
|
||||||
|
@ -296,11 +295,11 @@ void main(void)
|
||||||
wave3.dir = vec2(0.866025, -0.5); //vec2(cos(radians(angle)), sin(radians(angle)));
|
wave3.dir = vec2(0.866025, -0.5); //vec2(cos(radians(angle)), sin(radians(angle)));
|
||||||
|
|
||||||
ddx2 = 0.0, ddy2 = 0.0;
|
ddx2 = 0.0, ddy2 = 0.0;
|
||||||
sumWaves(WaveAngle + WaveDAngle, -1.5, windScale, WaveFactor, ddx2, ddy2);
|
//sumWaves(WaveAngle + WaveDAngle, -1.5, windScale, WaveFactor, ddx2, ddy2);
|
||||||
|
|
||||||
ddx3 = 0.0, ddy3 = 0.0;
|
ddx3 = 0.0, ddy3 = 0.0;
|
||||||
sumWaves(WaveAngle + WaveDAngle, 1.5, windScale, WaveFactor, ddx3, ddy3);
|
//sumWaves(WaveAngle + WaveDAngle, 1.5, windScale, WaveFactor, ddx3, ddy3);
|
||||||
*/
|
|
||||||
}
|
}
|
||||||
// end sine stuff
|
// end sine stuff
|
||||||
|
|
||||||
|
@ -318,8 +317,8 @@ void main(void)
|
||||||
vec4 nmap = texture2D(water_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0;
|
vec4 nmap = texture2D(water_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0;
|
||||||
vec4 nmap1 = texture2D(perlin_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0;
|
vec4 nmap1 = texture2D(perlin_normalmap, vec2(waterTex1 + disdis * sca2) * windScale) * 2.0 - 1.0;
|
||||||
|
|
||||||
//rotationmatrix(radians(3.0 * sin(osg_SimulationTime * 0.0075)), RotationMatrix);
|
rotationmatrix(radians(3.0 * sin(osg_SimulationTime * 0.0075)), RotationMatrix);
|
||||||
//nmap += texture2D(water_normalmap, vec2(waterTex2 * RotationMatrix * tscale) * windScale) * 2.0 - 1.0;
|
nmap += texture2D(water_normalmap, vec2(waterTex2 * RotationMatrix * tscale) * windScale) * 2.0 - 1.0;
|
||||||
//nmap1 += texture2D(perlin_normalmap, vec2(waterTex2 * RotationMatrix * tscale) * windScale) * 2.0 - 1.0;
|
//nmap1 += texture2D(perlin_normalmap, vec2(waterTex2 * RotationMatrix * tscale) * windScale) * 2.0 - 1.0;
|
||||||
|
|
||||||
nmap *= windEffect_low;
|
nmap *= windEffect_low;
|
||||||
|
|
Loading…
Reference in a new issue