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:
Vladislav Belov 2022-12-10 19:41:27 +00:00
parent 7c20a8c958
commit 561184e5fd
6 changed files with 9 additions and 25 deletions

View File

@ -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)
{

View File

@ -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)

View File

@ -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));

View File

@ -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));
}

View File

@ -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

View File

@ -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));
}