Make water normal map independent from default textures
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@ -40,7 +40,7 @@ float waterDensity = 0.0; //water density (0.0-1.0)
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float choppy = 0.00; //wave choppyness
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float aberration = 0.003; //chromatic aberration amount
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float bump = 1.5; //overall water surface bumpyness
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float bump = 2.5; //overall water surface bumpyness
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float reflBump = 0.20; //reflection distortion amount
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float refrBump = 0.08; //refraction distortion amount
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@ -89,7 +89,7 @@ vec2 fragCoord = fragPos.xy;
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fragCoord = clamp(fragCoord,0.002,0.998);
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vec3 sunPos = vec3(0.0);
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sunPos.x=sin((timeOfDay-0.5)*3.14159);
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float timer = timeOfDay*1500;
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float timer = timeOfDay*1600;
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//cameraPos = eyePosition;
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//normal map
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@ -195,7 +195,7 @@ vec2 fragCoord = fragPos.xy;
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//color = (cameraPos.z<0.0)?mix(color, watercolor*darkness, clamp(fog/ waterext,0.0,1.0)):color;
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color = color+ specColor*specular;
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float alpha = clamp((color.r+color.b+color.g)*1.2,0.1,0.9);
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float alpha = clamp((color.r+color.b+color.g)*1.2,0.1,0.7);
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vec4 col = vec4(color.r, color.g, color.b, alpha);
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col *= gl_Color;
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@ -833,11 +833,11 @@ public:
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#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
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services->setPixelShaderConstant("normalTexture" , (irr::f32*)&layer1, 1);
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services->setPixelShaderConstant("useNormalmap" , (irr::f32*)&layer2, 1);
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services->setPixelShaderConstant("reflectionTexture" , (irr::f32*)&layer3, 1);
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services->setPixelShaderConstant("normalSampler" , (irr::f32*)&layer3, 1);
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#else
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services->setPixelShaderConstant("normalTexture" , (irr::s32*)&layer1, 1);
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services->setPixelShaderConstant("useNormalmap" , (irr::s32*)&layer2, 1);
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services->setPixelShaderConstant("reflectionTexture" , (irr::s32*)&layer3, 1);
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services->setPixelShaderConstant("normalSampler" , (irr::s32*)&layer3, 1);
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#endif
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}
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};
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@ -1201,7 +1201,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
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if (enable_shaders) {
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ITextureSource *tsrc = data->m_gamedef->tsrc();
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material.setTexture(2, tsrc->getTexture("disable_img.png"));
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material.setTexture(3, tsrc->getTexture("reflection.png"));
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material.setTexture(3, tsrc->getTexture("water_surface_normalmap.png"));
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if (enable_bumpmapping) {
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std::string fname_base = tsrc->getTextureName(p.tile.texture_id);
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std::string normal_ext = "_normal.png";
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