Some tweaks

master
RealBadAngel 2013-11-04 19:33:05 +01:00
parent 07b002ee3c
commit 6dc51f6b2c
3 changed files with 10 additions and 13 deletions

View File

@ -85,12 +85,12 @@ float fresnel_dielectric(vec3 Incoming, vec3 Normal, float eta)
void main (void)
{
vec2 fragCoord = fragPos.xy;
vec2 fragCoord = fragPos.xz;
fragCoord = clamp(fragCoord,0.002,0.998);
vec3 sunPos = vec3(0.0);
sunPos.x=sin((timeOfDay-0.5)*3.14159);
float timer = timeOfDay*1600;
//cameraPos = eyePosition;
cameraPos = eyePosition;
//normal map
vec2 nCoord = vec2(0.0); //normal coords
@ -166,7 +166,7 @@ vec2 fragCoord = fragPos.xy;
//fresnel term
float ior = 1.333;
//ior = (cameraPos.y>0.0)?(1.333/1.0):(1.0/1.333); //air to water; water to air
ior = (cameraPos.y>0.0)?(1.333/1.0):(1.0/1.333); //air to water; water to air
float eta = max(ior, 0.00001);
float fresnel = fresnel_dielectric(-vVec,nVec,eta);

View File

@ -27,12 +27,9 @@ float rand(vec2 co)
void main(void)
{
gl_Position = mWorldViewProj * gl_Vertex;
if (enableWaterWave == 1)
if (enableWaterWave == 1.0)
{
int wavelength = 20;
float waveheight = 0.4;
int wavespeed = 50;
int height_randomness = 1;
float height_randomness = 1.0;
vec4 pos2 = gl_Vertex;
pos2.y -= 3.0;
pos2.y -= sin (pos2.z/waterWaveLength + timeOfDay * waterWaveSpeed * waterWaveLength) * waterWaveHeight
@ -54,7 +51,7 @@ void main(void)
worldPos = vec3(mTransWorld * gl_Vertex);
fragPos = ftransform();
viewPos = pos - gl_ModelViewMatrixInverse[3].xyz;
cameraPos = eyePosition;
//cameraPos = eyePosition;
vec4 color;
//color = vec4(1.0, 1.0, 1.0, 1.0);

View File

@ -27,13 +27,13 @@ void main (void)
float height;
vec2 tsEye = -tsEyeVec.xy;
if ((parallaxMappingMode==1) && (use_normalmap>0)) {
if ((parallaxMappingMode == 1.0) && (use_normalmap > 0.0)) {
float map_height = texture2D(normalTexture, uv).a;
float height = parallaxMappingScale * map_height - parallaxMappingBias;
uv = uv + height * tsEye * normal.z;
}
if ((parallaxMappingMode==2) && (use_normalmap>0)) {
if ((parallaxMappingMode == 2.0) && (use_normalmap > 0.0)) {
const float numSteps = 40.0;
float height = 1.0;
float step = 1.0 / numSteps;
@ -50,7 +50,7 @@ void main (void)
}
}
if ((enable_bumpmapping==1) && (use_normalmap>0)) {
if ((enable_bumpmapping == 1.0) && (use_normalmap > 0.0)) {
vec3 base = texture2D(baseTexture, uv).rgb;
vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
vec3 R = reflect(-eyeVec, bump);
@ -58,7 +58,7 @@ void main (void)
float diffuse = max(dot(lVec, bump), 0.0);
color = diffuse * base;
float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
color += vec3(0.2 * specular * diffuse);
color += vec3(0.1 * specular * diffuse);
} else {
color = texture2D(baseTexture, uv).rgb;
}