First attempt at adding waterfall splashes...
This was SVN commit r12686.
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binaries/data/mods/public/art/meshes/test/waterfall.dae
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BIN
binaries/data/mods/public/art/meshes/test/waterfall.dae
(Stored with Git LFS)
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@ -9,7 +9,7 @@
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<define name="USE_TRANSPARENT" value="1"/>
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<define name="USE_TRANSPARENT" value="1"/>
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<define name="USE_INSTANCING" value="1"/>
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<define name="USE_INSTANCING" value="1"/>
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<blend src="src_alpha" dst="one_minus_src_alpha"/>
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<blend src="src_alpha" dst="one_minus_src_alpha"/>
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<depth func="less" mask="false"/>
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<depth func="lequal" mask="true"/>
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</pass>
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</pass>
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</technique>
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</technique>
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@ -31,7 +31,7 @@ varying vec4 v_shadow;
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varying vec2 v_los;
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varying vec2 v_los;
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varying vec3 v_half;
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varying vec3 v_half;
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varying vec3 v_normal;
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varying vec3 v_normal;
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varying float v_transp;
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varying vec3 v_lighting;
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varying vec3 v_lighting;
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float get_shadow()
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float get_shadow()
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@ -66,6 +66,11 @@ void main()
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//vec4 texdiffuse = textureGrad(baseTex, vec3(fract(v_tex.xy), v_tex.z), dFdx(v_tex.xy), dFdy(v_tex.xy));
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//vec4 texdiffuse = textureGrad(baseTex, vec3(fract(v_tex.xy), v_tex.z), dFdx(v_tex.xy), dFdy(v_tex.xy));
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vec4 texdiffuse = texture2D(baseTex, fract(v_tex.xy));
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vec4 texdiffuse = texture2D(baseTex, fract(v_tex.xy));
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if (texdiffuse.a < 0.25)
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discard;
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texdiffuse.a *= v_transp;
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vec3 specular = sunColor * specularColor * pow(max(0.0, dot(normalize(v_normal), v_half)), specularPower);
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vec3 specular = sunColor * specularColor * pow(max(0.0, dot(normalize(v_normal), v_half)), specularPower);
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vec3 color = (texdiffuse.rgb * v_lighting + specular) * get_shadow();
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vec3 color = (texdiffuse.rgb * v_lighting + specular) * get_shadow();
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@ -24,7 +24,7 @@ uniform vec2 translation;
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attribute vec3 a_vertex;
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attribute vec3 a_vertex;
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attribute vec3 a_normal;
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attribute vec3 a_normal;
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attribute vec2 a_uv0;
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attribute vec2 a_uv0;
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attribute vec2 a_uv1;
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varying vec4 worldPos;
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varying vec4 worldPos;
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varying vec4 v_tex;
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varying vec4 v_tex;
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@ -32,7 +32,7 @@ varying vec4 v_shadow;
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varying vec2 v_los;
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varying vec2 v_los;
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varying vec3 v_half;
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varying vec3 v_half;
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varying vec3 v_normal;
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varying vec3 v_normal;
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varying float v_transp;
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varying vec3 v_lighting;
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varying vec3 v_lighting;
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@ -41,6 +41,7 @@ void main()
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worldPos = instancingTransform * vec4(a_vertex, 1.0);
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worldPos = instancingTransform * vec4(a_vertex, 1.0);
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v_tex.xy = a_uv0 + sim_time * translation;
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v_tex.xy = a_uv0 + sim_time * translation;
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v_transp = a_uv1.x;
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#if USE_SHADOW
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#if USE_SHADOW
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v_shadow = shadowTransform * worldPos;
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v_shadow = shadowTransform * worldPos;
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@ -5,11 +5,11 @@
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<stream name="pos"/>
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<stream name="pos"/>
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<stream name="normal"/>
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<stream name="normal"/>
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<stream name="uv0"/>
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<stream name="uv0"/>
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<stream name="uv1" if="USE_AO"/>
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<stream name="uv1"/>
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<attrib name="a_vertex" semantics="gl_Vertex"/>
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<attrib name="a_vertex" semantics="gl_Vertex"/>
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<attrib name="a_normal" semantics="gl_Normal"/>
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<attrib name="a_normal" semantics="gl_Normal"/>
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<attrib name="a_uv0" semantics="gl_MultiTexCoord0"/>
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<attrib name="a_uv0" semantics="gl_MultiTexCoord0"/>
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<attrib name="a_uv1" semantics="gl_MultiTexCoord1" if="USE_AO"/>
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<attrib name="a_uv1" semantics="gl_MultiTexCoord1"/>
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<attrib name="a_skinJoints" semantics="CustomAttribute0" if="USE_GPU_SKINNING"/>
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<attrib name="a_skinJoints" semantics="CustomAttribute0" if="USE_GPU_SKINNING"/>
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<attrib name="a_skinWeights" semantics="CustomAttribute1" if="USE_GPU_SKINNING"/>
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<attrib name="a_skinWeights" semantics="CustomAttribute1" if="USE_GPU_SKINNING"/>
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<attrib name="a_tangent" semantics="CustomAttribute2" if="USE_INSTANCING"/>
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<attrib name="a_tangent" semantics="CustomAttribute2" if="USE_INSTANCING"/>
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