View Revisions: Issue #3944

Summary 0003944: Fix most water shaders so they don't distort foreground objects
Revision 29.11.2014 22:23 by SteveL
Additional Information Adds _currentDepth texture to the list of fragment program inputs, so that the post-process shader can avoid taking samples from the foreground.

Unfortunately I can't just change the HeatHazeWithMask.vfp shader and fix it in all existing maps, because many maps use custom materials with this shader, and those material decls would need updating too.

Instead I'll add a new shader program HeatHazeWithMaskAndDepth.vfp, and I'll update the TDM core assets to use it, those found in:

tdm_textures_base01.pk4 -> materials/tdm_water.mtr
Revision 29.11.2014 22:21 by SteveL
Additional Information Adds _currentDepth texture to the list of fragment program inputs, so that the post-process shader can avoid taking samples from the foreground.

Unfortunately I can't just change the HeatHazeWithMask.vfp shader and fix it in all existing maps, because many maps use custom materials with this shader, and those material decls would need updating too.

Instead I'll add a new shader program HeatHazeWithMaskAndDepth.vfp, and I'll update the TDM core assets to use it, those found in:

tdm_textures_base01.pk4 -> materials/tdm_ghouse_sfx.mtr [1 materials]
tdm_textures_base01.pk4 -> materials/tdm_water.mtr [many materials]
Revision 29.11.2014 22:14 by SteveL
Additional Information Adds _currentDepth texture to the list of fragment program inputs, so that the post-process shader can avoid taking samples from the foreground.

Unfortunately I can't just change the HeatHazeWithMask.vfp shader and fix it in all existing maps, because many maps use custom materials with this shader, and those material decls would need updating too.

Instead I'll add a new shader program HeatHazeWithMaskAndDepth.vfp, and I'll update the TDM core assets to use it, those found in:

tdm_textures_base01.pk4 -> materials/tdm_ghouse_sfx.mtr [1 materials]
tdm_textures_base01.pk4 -> materials/tdm_sfx_legacy.mtr [3 materials]
tdm_textures_base01.pk4 -> materials/tdm_water.mtr [many materials]
Revision 29.11.2014 17:52 by SteveL
Additional Information Adds _currentDepth texture to the list of fragment program inputs, so that the post-process shader can avoid taking samples from the foreground.

Unfortunately I can't just change the HeatHazeWithMask.vfp shader and fix it in all existing maps, because many maps use custom materials with this shader, and those material decls would need updating too.

Instead I'll add a new shader program HeatHazeWithMaskAndDepth.vfp, and I'll update the TDM core assets to use it, those found in:

tdm_models_decls01.pk4 -> materials/tdm_models_weapons.mtr [2 materials]
tdm_textures_base01.pk4 -> materials/tdm_ghouse_sfx.mtr [1 materials]
tdm_textures_base01.pk4 -> materials/tdm_sfx_legacy.mtr [3 materials]
tdm_textures_base01.pk4 -> materials/tdm_water.mtr [many materials]
Revision 29.11.2014 17:50 by SteveL
Additional Information Adds _currentDepth texture to the list of fragment program inputs, so that the post-process shader can avoid taking samples from the foreground.

Unfortunately I can't just change the HeatHazeWithMask.vfp shader and fix it in all existing maps, because many maps use custom materials with this shader, and those material decls would need updating too.

Instead I'll add a new shader program HeatHazeWithMaskAndDepth.vfp, and I'll update the TDM core assets to use it, those found in:
tdm_models_decls01.pk4 -> materials/tdm_models_weapons.mtr [2 materials]
tdm_textures_base01.pk4 -> materials/tdm_ghouse_sfx.mtr [1 materials]
tdm_textures_base01.pk4 -> materials/tdm_sfx_legacy.mtr [3 materials]
tdm_textures_base01.pk4 -> materials/tdm_water.mtr [many materials]