WaterFilter : tracked down missing ".0" in the shaders
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7862 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -194,7 +194,7 @@ vec4 underWater(){
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specular=specular * m_LightColor.rgb * 100.0;
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}
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#endif
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float fogIntensity= 8 * m_WaterTransparency;
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float fogIntensity= 8.0 * m_WaterTransparency;
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fogFactor = exp2( -fogIntensity * fogIntensity * cameraDepth * 0.03 * LOG2 );
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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color =mix(m_DeepWaterColor.rgb,refraction,fogFactor);
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@ -143,10 +143,10 @@ vec4 underWater(int sampleNum){
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eyeVecNorm = normalize(m_CameraPosition - surfacePoint);
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// Find normal of water surface
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float normal1 = textureOffset(m_HeightMap, texC, ivec2(-1, 0)).r;
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float normal2 = textureOffset(m_HeightMap, texC, ivec2( 1, 0)).r;
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float normal3 = textureOffset(m_HeightMap, texC, ivec2( 0, -1)).r;
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float normal4 = textureOffset(m_HeightMap, texC, ivec2( 0, 1)).r;
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float normal1 = textureOffset(m_HeightMap, texC, ivec2(-1.0, 0.0)).r;
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float normal2 = textureOffset(m_HeightMap, texC, ivec2( 1.0, 0.0)).r;
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float normal3 = textureOffset(m_HeightMap, texC, ivec2( 0.0, -1.0)).r;
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float normal4 = textureOffset(m_HeightMap, texC, ivec2( 0.0, 1.0)).r;
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vec3 myNormal = normalize(vec3((normal1 - normal2) * m_MaxAmplitude,m_NormalScale,(normal3 - normal4) * m_MaxAmplitude));
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vec3 normal = myNormal*-1.0;
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@ -196,7 +196,7 @@ vec4 underWater(int sampleNum){
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specular=specular * m_LightColor.rgb * 100.0;
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}
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#endif
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float fogIntensity= 8 * m_WaterTransparency;
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float fogIntensity= 8.0 * m_WaterTransparency;
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fogFactor = exp2( -fogIntensity * fogIntensity * cameraDepth * 0.03 * LOG2 );
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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color =mix(m_DeepWaterColor.rgb,refraction,fogFactor);
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@ -288,10 +288,10 @@ vec4 main_multiSample(int sampleNum){
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eyeVecNorm = normalize(m_CameraPosition - surfacePoint);
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// Find normal of water surface
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float normal1 = textureOffset(m_HeightMap, texC, ivec2(-1, 0)).r;
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float normal2 = textureOffset(m_HeightMap, texC, ivec2( 1, 0)).r;
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float normal3 = textureOffset(m_HeightMap, texC, ivec2( 0, -1)).r;
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float normal4 = textureOffset(m_HeightMap, texC, ivec2( 0, 1)).r;
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float normal1 = textureOffset(m_HeightMap, texC, ivec2(-1.0, 0.0)).r;
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float normal2 = textureOffset(m_HeightMap, texC, ivec2( 1.0, 0.0)).r;
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float normal3 = textureOffset(m_HeightMap, texC, ivec2( 0.0, -1.0)).r;
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float normal4 = textureOffset(m_HeightMap, texC, ivec2( 0.0, 1.0)).r;
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vec3 myNormal = normalize(vec3((normal1 - normal2) * m_MaxAmplitude,m_NormalScale,(normal3 - normal4) * m_MaxAmplitude));
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vec3 normal = vec3(0.0);
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@ -412,7 +412,7 @@ void main(){
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for (int i = 0; i < m_NumSamples; i++){
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color += main_multiSample(i);
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}
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gl_FragColor = color / m_NumSamples;
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outFragColor = color / m_NumSamples;
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#else
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outFragColor = main_multiSample(0);
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#endif
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