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OpenGL Shader Object Waterwarp tidied up a bit

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@777 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
KrimZon 2005-01-13 17:59:29 +00:00
parent 0ea0ebecba
commit a94c12c738

View file

@ -208,8 +208,6 @@ void GL_InitSceneProcessingShaders (void)
if (qglGetError())
Con_Printf("GL Error after initing shader object\n");
GLSlang_SetUniform1f(scenepp_ww_parm_ampscalef, 0.02);
if (qglGetError())
Con_Printf("GL Error after initing shader object\n");
@ -1772,7 +1770,7 @@ void GLR_RenderView (void)
// SCENE POST PROCESSING
// we check if we need to use any shaders - currently it's just waterwarp
if ((gl_config.arb_shader_objects) && (r_waterwarp.value /*&& r_viewleaf->contents <= Q1CONTENTS_WATER*/))
if ((gl_config.arb_shader_objects) && (r_waterwarp.value && r_viewleaf->contents <= Q1CONTENTS_WATER))
{
extern int char_texture;
float vwidth = 1, vheight = 1;
@ -1826,8 +1824,11 @@ void GLR_RenderView (void)
// Here we apply the shaders - currently just waterwarp
GLSlang_UseProgram(scenepp_ww_program);
GLSlang_SetUniform1f(scenepp_ww_parm_xscalef, glwidth / 32.0f);
GLSlang_SetUniform1f(scenepp_ww_parm_xscalef, glheight / 32.0f);
//just keep the ratio of x and y scales the same as that of the screen
GLSlang_SetUniform1f(scenepp_ww_parm_xscalef, 4 / vs);
GLSlang_SetUniform1f(scenepp_ww_parm_yscalef, ((4 / glwidth)*glheight)/vt);
//keep the amp proportional to the size of the scene in texture coords
GLSlang_SetUniform1f(scenepp_ww_parm_ampscalef, (0.005 / 0.625) * vs);
GLSlang_SetUniform1f(scenepp_ww_parm_timef, cl.time);
if (qglGetError())