UnderwaterDeferred.scrapeh 887 B

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  1. //////////////////////////////////////////////////////////////////////////////
  2. // ©2008 Electronic Arts Inc
  3. //
  4. // Applying deferred shading for rendering over underwater objects
  5. //////////////////////////////////////////////////////////////////////////////
  6. #ifndef SCRAPE_SCRIPT_UNDERWATER_DEFERRED_SCRAPEH
  7. #define SCRAPE_SCRIPT_UNDERWATER_DEFERRED_SCRAPEH
  8. var shader UnderwaterDeferredShader UnderwaterDeferred.fx
  9. var texture CausticsTexture FXCaustics
  10. proc renderUnderwaterDeferred
  11. settexture Water CausticsTexture CausticsTexture
  12. if Water IsUnderwaterEffectVisible
  13. beginevent RenderUnderwaterDeferred
  14. setshader UnderwaterDeferredShader Tint
  15. renderquad
  16. if DebugToggle RenderCaustics.IsEnabled
  17. setshader UnderwaterDeferredShader Caustics
  18. renderquad
  19. endif
  20. endevent RenderUnderwaterDeferred
  21. endif
  22. endproc
  23. #endif // SCRAPE_SCRIPT_UNDERWATER_DEFERRED_SCRAPEH