Fix a swap between reflections and refractions in config.cfg . Disabling "Render Reflections" now reverts to the skybox for better results.
Allows to oversaturate in Atlas' HDR settings. This was SVN commit r13752.
This commit is contained in:
parent
9d933087b3
commit
f106d7714a
@ -24,6 +24,8 @@ varying vec3 worldPos;
|
||||
varying float waterDepth;
|
||||
varying vec4 waterInfo;
|
||||
|
||||
uniform samplerCube skyCube;
|
||||
|
||||
uniform sampler2D normalMap;
|
||||
uniform sampler2D normalMap2;
|
||||
|
||||
@ -246,8 +248,9 @@ void main()
|
||||
reflCoords = clamp( (0.5*gl_TexCoord[1].xy + distoFactor*1.5*n.xz) / gl_TexCoord[1].w + 0.5,0.0,1.0); // Unbias texture coords
|
||||
reflColor = mix(texture2D(reflectionMap, reflCoords).rgb, sunColor * reflectionTint, reflectionTintStrength);
|
||||
#else
|
||||
// TODO: implement some sort of skybox rendering.
|
||||
reflColor = mix( (sunColor + vec3(0.565,0.843,0.961))/1.85, reflectionTint, reflectionTintStrength);
|
||||
vec3 eye = reflect(v, mix(vec3(0.0,1.0,0.0),n,0.2));
|
||||
vec3 tex = textureCube(skyCube, eye).rgb;
|
||||
reflColor = mix(tex, sunColor * reflectionTint, reflectionTintStrength);
|
||||
#endif
|
||||
|
||||
#if USE_NORMALS
|
||||
|
@ -613,8 +613,8 @@ static void InitRenderer()
|
||||
g_Renderer.SetOptionBool(CRenderer::OPT_WATERREALDEPTH, g_WaterRealDepth);
|
||||
g_Renderer.SetOptionBool(CRenderer::OPT_WATERFOAM, g_WaterFoam);
|
||||
g_Renderer.SetOptionBool(CRenderer::OPT_WATERCOASTALWAVES, g_WaterCoastalWaves);
|
||||
g_Renderer.SetOptionBool(CRenderer::OPT_WATERREFLECTION, g_WaterRefraction);
|
||||
g_Renderer.SetOptionBool(CRenderer::OPT_WATERREFRACTION, g_WaterReflection);
|
||||
g_Renderer.SetOptionBool(CRenderer::OPT_WATERREFLECTION, g_WaterReflection);
|
||||
g_Renderer.SetOptionBool(CRenderer::OPT_WATERREFRACTION, g_WaterRefraction);
|
||||
g_Renderer.SetOptionBool(CRenderer::OPT_WATERSHADOW, g_WaterShadows);
|
||||
|
||||
g_Renderer.SetRenderPath(CRenderer::GetRenderPathByName(g_RenderPath));
|
||||
|
@ -31,6 +31,7 @@
|
||||
#include "graphics/Model.h"
|
||||
#include "graphics/ShaderManager.h"
|
||||
#include "renderer/ShadowMap.h"
|
||||
#include "renderer/SkyManager.h"
|
||||
#include "graphics/TerritoryTexture.h"
|
||||
#include "graphics/TextRenderer.h"
|
||||
|
||||
@ -846,7 +847,8 @@ bool TerrainRenderer::RenderFancyWater(const CShaderDefines& context, ShadowMap*
|
||||
m->fancyWaterShader->Uniform("fogParams", lightEnv.m_FogFactor, lightEnv.m_FogMax, 0.f, 0.f);
|
||||
m->fancyWaterShader->Uniform("time", (float)time);
|
||||
m->fancyWaterShader->Uniform("screenSize", (float)g_Renderer.GetWidth(), (float)g_Renderer.GetHeight(), 0.0f, 0.0f);
|
||||
|
||||
m->fancyWaterShader->BindTexture("skyCube", g_Renderer.GetSkyManager()->GetSkyCube());
|
||||
|
||||
if (shadow && WaterMgr->m_WaterShadows)
|
||||
{
|
||||
m->fancyWaterShader->BindTexture("shadowTex", shadow->GetTexture());
|
||||
|
@ -244,7 +244,7 @@ EnvironmentSidebar::EnvironmentSidebar(ScenarioEditor& scenarioEditor, wxWindow*
|
||||
postProcSizer->Add(m_PostEffectList = new VariableListBox(scrolledWindow, _("Post Effect"), g_EnvironmentSettings.posteffect), wxSizerFlags().Expand());
|
||||
postProcSizer->Add(new VariableSliderBox(scrolledWindow, _("Brightness"), g_EnvironmentSettings.brightness, -0.5f, 0.5f), wxSizerFlags().Expand());
|
||||
postProcSizer->Add(new VariableSliderBox(scrolledWindow, _("Contrast (HDR)"), g_EnvironmentSettings.contrast, 0.5f, 1.5f), wxSizerFlags().Expand());
|
||||
postProcSizer->Add(new VariableSliderBox(scrolledWindow, _("Saturation"), g_EnvironmentSettings.saturation, 0.0f, 1.0f), wxSizerFlags().Expand());
|
||||
postProcSizer->Add(new VariableSliderBox(scrolledWindow, _("Saturation"), g_EnvironmentSettings.saturation, 0.0f, 2.0f), wxSizerFlags().Expand());
|
||||
postProcSizer->Add(new VariableSliderBox(scrolledWindow, _("Bloom"), g_EnvironmentSettings.bloom, 0.2f, 0.0f), wxSizerFlags().Expand());
|
||||
|
||||
m_Conn = g_EnvironmentSettings.RegisterObserver(0, &SendToGame);
|
||||
|
Loading…
Reference in New Issue
Block a user