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Эх сурвалжийг харах

Correction for 2 of the render bin settings, as well as correcting the water shader over-exposing it's reflections.

Areloch 9 жил өмнө
parent
commit
c0e29d4a22

+ 2 - 2
Templates/Full/game/core/scripts/client/renderManager.cs

@@ -55,8 +55,8 @@ function initRenderManager()
    
    
    DiffuseRenderPassManager.addManager( new RenderObjectMgr(BeginBin)      { bintype = "Begin"; renderOrder = 0.2; processAddOrder = 0.2; } );
    DiffuseRenderPassManager.addManager( new RenderObjectMgr(BeginBin)      { bintype = "Begin"; renderOrder = 0.2; processAddOrder = 0.2; } );
    // Normal mesh rendering.
    // Normal mesh rendering.
-   DiffuseRenderPassManager.addManager( new RenderTerrainMgr(TerrainBin)   { renderOrder = 0.4; processAddOrder = 0.4; } );
-   DiffuseRenderPassManager.addManager( new RenderMeshMgr(MeshBin)         { bintype = "Mesh"; renderOrder = 0.5; processAddOrder = 0.5; } );
+   DiffuseRenderPassManager.addManager( new RenderTerrainMgr(TerrainBin)   { renderOrder = 0.4; processAddOrder = 0.4; basicOnly = true; } );
+   DiffuseRenderPassManager.addManager( new RenderMeshMgr(MeshBin)         { bintype = "Mesh"; renderOrder = 0.5; processAddOrder = 0.5; basicOnly = true; } );
    DiffuseRenderPassManager.addManager( new RenderImposterMgr(ImposterBin) { renderOrder = 0.56; processAddOrder = 0.56; } );
    DiffuseRenderPassManager.addManager( new RenderImposterMgr(ImposterBin) { renderOrder = 0.56; processAddOrder = 0.56; } );
    DiffuseRenderPassManager.addManager( new RenderObjectMgr(ObjectBin)     { bintype = "Object"; renderOrder = 0.6; processAddOrder = 0.6; } );
    DiffuseRenderPassManager.addManager( new RenderObjectMgr(ObjectBin)     { bintype = "Object"; renderOrder = 0.6; processAddOrder = 0.6; } );
 
 

+ 1 - 1
Templates/Full/game/shaders/common/water/gl/waterP.glsl

@@ -295,7 +295,7 @@ void main()
    foamColor.rgb *= FOAM_OPACITY * foamAmt * foamColor.a;
    foamColor.rgb *= FOAM_OPACITY * foamAmt * foamColor.a;
    
    
    // Get reflection map color.
    // Get reflection map color.
-   vec4 refMapColor = hdrDecode( texture( reflectMap, reflectCoord ) );  
+   vec4 refMapColor = texture( reflectMap, reflectCoord );  
    
    
    // If we do not have a reflection texture then we use the cubemap.
    // If we do not have a reflection texture then we use the cubemap.
    refMapColor = mix( refMapColor, texture( skyMap, reflectionVec ), NO_REFLECT );
    refMapColor = mix( refMapColor, texture( skyMap, reflectionVec ), NO_REFLECT );

+ 1 - 1
Templates/Full/game/shaders/common/water/waterP.hlsl

@@ -282,7 +282,7 @@ float4 main( ConnectData IN ) : COLOR
    foamColor.rgb *= FOAM_OPACITY * foamAmt * foamColor.a;
    foamColor.rgb *= FOAM_OPACITY * foamAmt * foamColor.a;
 
 
    // Get reflection map color.
    // Get reflection map color.
-   float4 refMapColor = hdrDecode( tex2D( reflectMap, reflectCoord ) );  
+   float4 refMapColor = tex2D( reflectMap, reflectCoord );  
    
    
    // If we do not have a reflection texture then we use the cubemap.
    // If we do not have a reflection texture then we use the cubemap.
    refMapColor = lerp( refMapColor, texCUBE( skyMap, reflectionVec ), NO_REFLECT );
    refMapColor = lerp( refMapColor, texCUBE( skyMap, reflectionVec ), NO_REFLECT );