First attempt at adding waterfall splashes...
This was SVN commit r12686.
This commit is contained in:
parent
bdab01b381
commit
bf5b7938f4
BIN
binaries/data/mods/public/art/meshes/test/waterfall.dae
(Stored with Git LFS)
BIN
binaries/data/mods/public/art/meshes/test/waterfall.dae
(Stored with Git LFS)
Binary file not shown.
@ -9,7 +9,7 @@
|
||||
<define name="USE_TRANSPARENT" value="1"/>
|
||||
<define name="USE_INSTANCING" value="1"/>
|
||||
<blend src="src_alpha" dst="one_minus_src_alpha"/>
|
||||
<depth func="less" mask="false"/>
|
||||
<depth func="lequal" mask="true"/>
|
||||
</pass>
|
||||
</technique>
|
||||
|
||||
|
@ -31,7 +31,7 @@ varying vec4 v_shadow;
|
||||
varying vec2 v_los;
|
||||
varying vec3 v_half;
|
||||
varying vec3 v_normal;
|
||||
|
||||
varying float v_transp;
|
||||
varying vec3 v_lighting;
|
||||
|
||||
float get_shadow()
|
||||
@ -66,6 +66,11 @@ void main()
|
||||
//vec4 texdiffuse = textureGrad(baseTex, vec3(fract(v_tex.xy), v_tex.z), dFdx(v_tex.xy), dFdy(v_tex.xy));
|
||||
vec4 texdiffuse = texture2D(baseTex, fract(v_tex.xy));
|
||||
|
||||
if (texdiffuse.a < 0.25)
|
||||
discard;
|
||||
|
||||
texdiffuse.a *= v_transp;
|
||||
|
||||
vec3 specular = sunColor * specularColor * pow(max(0.0, dot(normalize(v_normal), v_half)), specularPower);
|
||||
|
||||
vec3 color = (texdiffuse.rgb * v_lighting + specular) * get_shadow();
|
||||
|
@ -24,7 +24,7 @@ uniform vec2 translation;
|
||||
attribute vec3 a_vertex;
|
||||
attribute vec3 a_normal;
|
||||
attribute vec2 a_uv0;
|
||||
|
||||
attribute vec2 a_uv1;
|
||||
|
||||
varying vec4 worldPos;
|
||||
varying vec4 v_tex;
|
||||
@ -32,7 +32,7 @@ varying vec4 v_shadow;
|
||||
varying vec2 v_los;
|
||||
varying vec3 v_half;
|
||||
varying vec3 v_normal;
|
||||
|
||||
varying float v_transp;
|
||||
varying vec3 v_lighting;
|
||||
|
||||
|
||||
@ -41,6 +41,7 @@ void main()
|
||||
worldPos = instancingTransform * vec4(a_vertex, 1.0);
|
||||
|
||||
v_tex.xy = a_uv0 + sim_time * translation;
|
||||
v_transp = a_uv1.x;
|
||||
|
||||
#if USE_SHADOW
|
||||
v_shadow = shadowTransform * worldPos;
|
||||
|
@ -5,11 +5,11 @@
|
||||
<stream name="pos"/>
|
||||
<stream name="normal"/>
|
||||
<stream name="uv0"/>
|
||||
<stream name="uv1" if="USE_AO"/>
|
||||
<stream name="uv1"/>
|
||||
<attrib name="a_vertex" semantics="gl_Vertex"/>
|
||||
<attrib name="a_normal" semantics="gl_Normal"/>
|
||||
<attrib name="a_uv0" semantics="gl_MultiTexCoord0"/>
|
||||
<attrib name="a_uv1" semantics="gl_MultiTexCoord1" if="USE_AO"/>
|
||||
<attrib name="a_uv1" semantics="gl_MultiTexCoord1"/>
|
||||
<attrib name="a_skinJoints" semantics="CustomAttribute0" if="USE_GPU_SKINNING"/>
|
||||
<attrib name="a_skinWeights" semantics="CustomAttribute1" if="USE_GPU_SKINNING"/>
|
||||
<attrib name="a_tangent" semantics="CustomAttribute2" if="USE_INSTANCING"/>
|
||||
|
Loading…
Reference in New Issue
Block a user