Removes hard-coded clip planes from water shader.
Differential Revision: https://code.wildfiregames.com/D2443 This was SVN commit r23228.
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@ -66,6 +66,8 @@ uniform vec4 waveParams2; // Smallintensity, Smallbase, Bigmovement, Smallmoveme
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#endif
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#if USE_REAL_DEPTH
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uniform sampler2D depthTex;
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uniform float zNear;
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uniform float zFar;
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#endif
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#if USE_SHADOWS_ON_WATER && USE_SHADOW
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@ -199,10 +201,6 @@ void main()
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float depth;
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#if USE_REAL_DEPTH
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// Don't change these two. They should match the values in the config (TODO: dec uniforms).
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float zNear = 2.0;
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float zFar = 4096.0;
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// Compute real depth at the target point.
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float water_b = gl_FragCoord.z;
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float water_n = 2.0 * water_b - 1.0;
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@ -741,7 +741,6 @@ bool TerrainRenderer::RenderFancyWater(const CShaderDefines& context, int cullGr
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m->fancyWaterShader->Bind();
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const CCamera& camera = g_Renderer.GetViewCamera();
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CVector3D camPos = camera.m_Orientation.GetTranslation();
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m->fancyWaterShader->BindTexture(str_normalMap, WaterMgr->m_NormalMap[curTex]);
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m->fancyWaterShader->BindTexture(str_normalMap2, WaterMgr->m_NormalMap[nexTex]);
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@ -789,7 +788,14 @@ bool TerrainRenderer::RenderFancyWater(const CShaderDefines& context, int cullGr
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m->fancyWaterShader->Uniform(str_windAngle, WaterMgr->m_WindAngle);
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m->fancyWaterShader->Uniform(str_repeatScale, 1.0f / repeatPeriod);
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m->fancyWaterShader->Uniform(str_losMatrix, losTexture.GetTextureMatrix());
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m->fancyWaterShader->Uniform(str_cameraPos, camPos);
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m->fancyWaterShader->Uniform(str_cameraPos, camera.m_Orientation.GetTranslation());
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if (WaterMgr->m_WaterRealDepth)
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{
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m->fancyWaterShader->Uniform(str_zNear, camera.GetNearPlane());
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m->fancyWaterShader->Uniform(str_zFar, camera.GetFarPlane());
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}
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m->fancyWaterShader->Uniform(str_fogColor, lightEnv.m_FogColor);
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m->fancyWaterShader->Uniform(str_fogParams, lightEnv.m_FogFactor, lightEnv.m_FogMax, 0.f, 0.f);
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m->fancyWaterShader->Uniform(str_time, (float)time);
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