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try to fix ripplemaps.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4257 fc73d0e0-1445-4013-8a0c-d673dee63da5
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1 changed files with 5 additions and 6 deletions
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@ -47,13 +47,12 @@ uniform sampler2D s_t1; //normalmap
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uniform sampler2D s_t2; //diffuse/reflection
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uniform sampler2D s_t2; //diffuse/reflection
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#ifdef DEPTH
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#ifdef DEPTH
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uniform sampler2D s_t3; //refraction depth
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uniform sampler2D s_t3; //refraction depth
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#ifdef RIPPLEMAP
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#define s_ripplemap s_t4
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uniform sampler2D s_t4; //ripplemap
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#endif
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#else
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#else
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#ifdef RIPPLEMAP
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#define s_ripplemap s_t3
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uniform sampler2D s_t3; //ripplemap
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#endif
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#endif
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#ifdef RIPPLEMAP
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uniform sampler2D s_ripplemap; //ripplemap
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#endif
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#endif
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uniform float e_time;
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uniform float e_time;
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@ -77,7 +76,7 @@ void main (void)
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n -= 1.0 - 4.0/256.0;
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n -= 1.0 - 4.0/256.0;
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#ifdef RIPPLEMAP
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#ifdef RIPPLEMAP
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n += texture2D(s_t4, stc).rgb*3.0;
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n += texture2D(s_ripplemap, stc).rgb*3.0;
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#endif
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#endif
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//the fresnel term decides how transparent the water should be
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//the fresnel term decides how transparent the water should be
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