Removes IGNORE_LOS from water shaders as they can't ignore LOS.
Reported By: Stan This was SVN commit r27283.
This commit is contained in:
parent
7c20a8c958
commit
561184e5fd
@ -216,9 +216,7 @@ vec4 getFoam(vec4 fancyeffects, float shadow)
|
||||
|
||||
void main()
|
||||
{
|
||||
#if !IGNORE_LOS
|
||||
float los = getLOS(GET_DRAW_TEXTURE_2D(losTex), v_los);
|
||||
#endif
|
||||
// We don't need to render a water fragment if it's invisible.
|
||||
if (los < 0.001)
|
||||
{
|
||||
|
@ -5,23 +5,21 @@ BEGIN_DRAW_TEXTURES
|
||||
TEXTURE_CUBE(0, skyCube)
|
||||
TEXTURE_2D(1, normalMap)
|
||||
TEXTURE_2D(2, normalMap2)
|
||||
TEXTURE_2D(3, losTex)
|
||||
#if USE_FANCY_EFFECTS
|
||||
TEXTURE_2D(3, waterEffectsTex)
|
||||
TEXTURE_2D(4, waterEffectsTex)
|
||||
#endif
|
||||
#if USE_REFLECTION
|
||||
TEXTURE_2D(4, reflectionMap)
|
||||
TEXTURE_2D(5, reflectionMap)
|
||||
#endif
|
||||
#if USE_REFRACTION
|
||||
TEXTURE_2D(5, refractionMap)
|
||||
TEXTURE_2D(6, refractionMap)
|
||||
#if USE_REAL_DEPTH
|
||||
TEXTURE_2D(6, depthTex)
|
||||
TEXTURE_2D(7, depthTex)
|
||||
#endif
|
||||
#endif
|
||||
#if !IGNORE_LOS
|
||||
TEXTURE_2D(4, losTex)
|
||||
#endif
|
||||
#if USE_SHADOW
|
||||
SHADOWS_TEXTURES(5)
|
||||
SHADOWS_TEXTURES(8)
|
||||
#endif
|
||||
END_DRAW_TEXTURES
|
||||
|
||||
@ -72,14 +70,12 @@ VERTEX_OUTPUT(4, float, moddedTime);
|
||||
VERTEX_OUTPUT(5, vec2, windCosSin);
|
||||
VERTEX_OUTPUT(6, vec3, v_eyeVec);
|
||||
VERTEX_OUTPUT(7, vec4, normalCoords);
|
||||
VERTEX_OUTPUT(8, vec2, v_los);
|
||||
#if USE_REFLECTION
|
||||
VERTEX_OUTPUT(8, vec3, reflectionCoords);
|
||||
VERTEX_OUTPUT(9, vec3, reflectionCoords);
|
||||
#endif
|
||||
#if USE_REFRACTION
|
||||
VERTEX_OUTPUT(9, vec3, refractionCoords);
|
||||
#endif
|
||||
#if !IGNORE_LOS
|
||||
VERTEX_OUTPUT(10, vec2, v_los);
|
||||
VERTEX_OUTPUT(10, vec3, refractionCoords);
|
||||
#endif
|
||||
#if USE_SHADOW
|
||||
SHADOWS_VERTEX_OUTPUTS(11)
|
||||
|
@ -30,9 +30,7 @@ void main()
|
||||
refractionCoords = (refractionMatrix * vec4(a_vertex, 1.0)).rga;
|
||||
#endif
|
||||
|
||||
#if !IGNORE_LOS
|
||||
v_los = calculateLOSCoordinates(a_vertex.xz, losTransform);
|
||||
#endif
|
||||
|
||||
calculatePositionInShadowSpace(vec4(a_vertex, 1.0));
|
||||
|
||||
|
@ -11,8 +11,6 @@ void main()
|
||||
vec3 waterColor = SAMPLE_2D(GET_DRAW_TEXTURE_2D(baseTex), v_coords).rgb;
|
||||
waterColor *= color;
|
||||
waterColor = applyFog(waterColor, fogColor, fogParams);
|
||||
#if !IGNORE_LOS
|
||||
waterColor *= getLOS(GET_DRAW_TEXTURE_2D(losTex), v_los);
|
||||
#endif
|
||||
OUTPUT_FRAGMENT_SINGLE_COLOR(vec4(waterColor, 1.0));
|
||||
}
|
||||
|
@ -2,9 +2,7 @@
|
||||
|
||||
BEGIN_DRAW_TEXTURES
|
||||
TEXTURE_2D(0, baseTex)
|
||||
#if !IGNORE_LOS
|
||||
TEXTURE_2D(1, losTex)
|
||||
#endif
|
||||
END_DRAW_TEXTURES
|
||||
|
||||
BEGIN_DRAW_UNIFORMS
|
||||
@ -20,6 +18,4 @@ BEGIN_MATERIAL_UNIFORMS
|
||||
END_MATERIAL_UNIFORMS
|
||||
|
||||
VERTEX_OUTPUT(0, vec2, v_coords);
|
||||
#if !IGNORE_LOS
|
||||
VERTEX_OUTPUT(1, vec2, v_los);
|
||||
#endif
|
@ -15,8 +15,6 @@ void main()
|
||||
float repeatPeriod = 16.0;
|
||||
|
||||
v_coords = a_vertex.xz / repeatPeriod + vec2(tx, tz);
|
||||
#if !IGNORE_LOS
|
||||
v_los = calculateLOSCoordinates(a_vertex.xz, losTransform);
|
||||
#endif
|
||||
OUTPUT_VERTEX_POSITION(transform * vec4(a_vertex, 1.0));
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user