From 8781642802872d8054e848d52bcf4a13ef550cbc Mon Sep 17 00:00:00 2001 From: RealBadAngel Date: Sat, 2 Nov 2013 19:23:47 +0100 Subject: [PATCH] Make water normal map independent from default textures --- client/shaders/liquids_shader/opengl_fragment.glsl | 6 +++--- src/game.cpp | 4 ++-- src/mapblock_mesh.cpp | 2 +- 3 files changed, 6 insertions(+), 6 deletions(-) diff --git a/client/shaders/liquids_shader/opengl_fragment.glsl b/client/shaders/liquids_shader/opengl_fragment.glsl index 25fe010..92f7709 100644 --- a/client/shaders/liquids_shader/opengl_fragment.glsl +++ b/client/shaders/liquids_shader/opengl_fragment.glsl @@ -40,7 +40,7 @@ float waterDensity = 0.0; //water density (0.0-1.0) float choppy = 0.00; //wave choppyness float aberration = 0.003; //chromatic aberration amount -float bump = 1.5; //overall water surface bumpyness +float bump = 2.5; //overall water surface bumpyness float reflBump = 0.20; //reflection distortion amount float refrBump = 0.08; //refraction distortion amount @@ -89,7 +89,7 @@ vec2 fragCoord = fragPos.xy; fragCoord = clamp(fragCoord,0.002,0.998); vec3 sunPos = vec3(0.0); sunPos.x=sin((timeOfDay-0.5)*3.14159); - float timer = timeOfDay*1500; + float timer = timeOfDay*1600; //cameraPos = eyePosition; //normal map @@ -195,7 +195,7 @@ vec2 fragCoord = fragPos.xy; //color = (cameraPos.z<0.0)?mix(color, watercolor*darkness, clamp(fog/ waterext,0.0,1.0)):color; color = color+ specColor*specular; - float alpha = clamp((color.r+color.b+color.g)*1.2,0.1,0.9); + float alpha = clamp((color.r+color.b+color.g)*1.2,0.1,0.7); vec4 col = vec4(color.r, color.g, color.b, alpha); col *= gl_Color; diff --git a/src/game.cpp b/src/game.cpp index 285718a..4c5e285 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -833,11 +833,11 @@ public: #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8) services->setPixelShaderConstant("normalTexture" , (irr::f32*)&layer1, 1); services->setPixelShaderConstant("useNormalmap" , (irr::f32*)&layer2, 1); - services->setPixelShaderConstant("reflectionTexture" , (irr::f32*)&layer3, 1); + services->setPixelShaderConstant("normalSampler" , (irr::f32*)&layer3, 1); #else services->setPixelShaderConstant("normalTexture" , (irr::s32*)&layer1, 1); services->setPixelShaderConstant("useNormalmap" , (irr::s32*)&layer2, 1); - services->setPixelShaderConstant("reflectionTexture" , (irr::s32*)&layer3, 1); + services->setPixelShaderConstant("normalSampler" , (irr::s32*)&layer3, 1); #endif } }; diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index 4c2e4b5..fa6cf6a 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -1201,7 +1201,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data): if (enable_shaders) { ITextureSource *tsrc = data->m_gamedef->tsrc(); material.setTexture(2, tsrc->getTexture("disable_img.png")); - material.setTexture(3, tsrc->getTexture("reflection.png")); + material.setTexture(3, tsrc->getTexture("water_surface_normalmap.png")); if (enable_bumpmapping) { std::string fname_base = tsrc->getTextureName(p.tile.texture_id); std::string normal_ext = "_normal.png";