]> git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
last commit was a bad fix - fix it correctly, preventing reliefmapping artifacts...
authordivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 26 Mar 2011 19:12:04 +0000 (19:12 +0000)
committerdivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 26 Mar 2011 19:12:04 +0000 (19:12 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10969 d7cf8633-e32d-0410-b094-e92efae38249

shader_glsl.h

index 2883a4c1f58d04f50541772f63d08707b2527083..fd94cbcced980d4b44223b8f7a64fa77efb7cdad 100644 (file)
 "      //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
 "      vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
 "      #ifdef USENORMALMAPSCROLLBLEND\n"
+"# ifdef USEOFFSETMAPPING\n"
+"              vec3 normal = dp_textureGrad(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y, dPdx*NormalmapScrollBlend.y, dPdy*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
+"# else\n"
 "              vec3 normal = dp_texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
+"# endif\n"
 "              normal += dp_texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
 "              vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(normal))).xy * DistortScaleRefractReflect.zw;\n"
 "      #else\n"
-"              vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(dp_texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
+"              vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(offsetMappedTexture2D(Texture_Normal)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
 "      #endif\n"
 "      // FIXME temporary hack to detect the case that the reflection\n"
 "      // gets blackened at edges due to leaving the area that contains actual\n"