WaterFilter : tracked down missing ".0" in the shaders

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7862 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
rem..om 14 years ago
parent 9e0f7dc942
commit 6c80e0a558
  1. 2
      engine/src/core-data/Common/MatDefs/Water/Water.frag
  2. 20
      engine/src/core-data/Common/MatDefs/Water/Water15.frag

@ -194,7 +194,7 @@ vec4 underWater(){
specular=specular * m_LightColor.rgb * 100.0;
}
#endif
float fogIntensity= 8 * m_WaterTransparency;
float fogIntensity= 8.0 * m_WaterTransparency;
fogFactor = exp2( -fogIntensity * fogIntensity * cameraDepth * 0.03 * LOG2 );
fogFactor = clamp(fogFactor, 0.0, 1.0);
color =mix(m_DeepWaterColor.rgb,refraction,fogFactor);

@ -143,10 +143,10 @@ vec4 underWater(int sampleNum){
eyeVecNorm = normalize(m_CameraPosition - surfacePoint);
// Find normal of water surface
float normal1 = textureOffset(m_HeightMap, texC, ivec2(-1, 0)).r;
float normal2 = textureOffset(m_HeightMap, texC, ivec2( 1, 0)).r;
float normal3 = textureOffset(m_HeightMap, texC, ivec2( 0, -1)).r;
float normal4 = textureOffset(m_HeightMap, texC, ivec2( 0, 1)).r;
float normal1 = textureOffset(m_HeightMap, texC, ivec2(-1.0, 0.0)).r;
float normal2 = textureOffset(m_HeightMap, texC, ivec2( 1.0, 0.0)).r;
float normal3 = textureOffset(m_HeightMap, texC, ivec2( 0.0, -1.0)).r;
float normal4 = textureOffset(m_HeightMap, texC, ivec2( 0.0, 1.0)).r;
vec3 myNormal = normalize(vec3((normal1 - normal2) * m_MaxAmplitude,m_NormalScale,(normal3 - normal4) * m_MaxAmplitude));
vec3 normal = myNormal*-1.0;
@ -196,7 +196,7 @@ vec4 underWater(int sampleNum){
specular=specular * m_LightColor.rgb * 100.0;
}
#endif
float fogIntensity= 8 * m_WaterTransparency;
float fogIntensity= 8.0 * m_WaterTransparency;
fogFactor = exp2( -fogIntensity * fogIntensity * cameraDepth * 0.03 * LOG2 );
fogFactor = clamp(fogFactor, 0.0, 1.0);
color =mix(m_DeepWaterColor.rgb,refraction,fogFactor);
@ -288,10 +288,10 @@ vec4 main_multiSample(int sampleNum){
eyeVecNorm = normalize(m_CameraPosition - surfacePoint);
// Find normal of water surface
float normal1 = textureOffset(m_HeightMap, texC, ivec2(-1, 0)).r;
float normal2 = textureOffset(m_HeightMap, texC, ivec2( 1, 0)).r;
float normal3 = textureOffset(m_HeightMap, texC, ivec2( 0, -1)).r;
float normal4 = textureOffset(m_HeightMap, texC, ivec2( 0, 1)).r;
float normal1 = textureOffset(m_HeightMap, texC, ivec2(-1.0, 0.0)).r;
float normal2 = textureOffset(m_HeightMap, texC, ivec2( 1.0, 0.0)).r;
float normal3 = textureOffset(m_HeightMap, texC, ivec2( 0.0, -1.0)).r;
float normal4 = textureOffset(m_HeightMap, texC, ivec2( 0.0, 1.0)).r;
vec3 myNormal = normalize(vec3((normal1 - normal2) * m_MaxAmplitude,m_NormalScale,(normal3 - normal4) * m_MaxAmplitude));
vec3 normal = vec3(0.0);
@ -412,7 +412,7 @@ void main(){
for (int i = 0; i < m_NumSamples; i++){
color += main_multiSample(i);
}
gl_FragColor = color / m_NumSamples;
outFragColor = color / m_NumSamples;
#else
outFragColor = main_multiSample(0);
#endif

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