From: divverent Date: Fri, 25 Sep 2009 21:35:45 +0000 (+0000) Subject: fix more bugs in the reflection hack X-Git-Tag: xonotic-v0.1.0preview~1395 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=a29ea5d59dc67eaab21279aa2a8f703ddee7ff87;p=xonotic%2Fdarkplaces.git fix more bugs in the reflection hack git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@9238 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/gl_rmain.c b/gl_rmain.c index 1d2091b1..75a19fdf 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -1072,15 +1072,15 @@ static const char *builtinshaderstring = " // content.\n" " // Remove this 'ack once we have a better way to stop this thing from\n" " // 'appening.\n" -" float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.05, 0.05))) / 0.02);\n" -" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.05, -0.05))) / 0.02);\n" -" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.05, 0.05))) / 0.02);\n" -" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.05, -0.05))) / 0.02);\n" +" float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n" " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n" -" f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.05, 0.05))) / 0.02);\n" -" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.05, -0.05))) / 0.02);\n" -" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.05, 0.05))) / 0.02);\n" -" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.05, -0.05))) / 0.02);\n" +" f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n" " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n" " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n" " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n" @@ -1107,10 +1107,10 @@ static const char *builtinshaderstring = " // content.\n" " // Remove this 'ack once we have a better way to stop this thing from\n" " // 'appening.\n" -" float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.05, 0.05))) / 0.02);\n" -" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.05, -0.05))) / 0.02);\n" -" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.05, 0.05))) / 0.02);\n" -" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.05, -0.05))) / 0.02);\n" +" float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n" " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n" " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n" "}\n" @@ -1344,10 +1344,10 @@ static const char *builtinshaderstring = " // content.\n" " // Remove this 'ack once we have a better way to stop this thing from\n" " // 'appening.\n" -" float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.05, 0.05))) / 0.02);\n" -" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.05, -0.05))) / 0.02);\n" -" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.05, 0.05))) / 0.02);\n" -" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.05, -0.05))) / 0.02);\n" +" float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n" +" f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n" " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n" " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n" "#endif\n"