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Refactors water shader to separate refraction
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Authored by vladislavbelov on Oct 7 2020, 9:21 PM.

Details

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Commits
rP24100: Refactors water shader to move refraction in a separate function.
Summary

First step to refactor water to: a) make it more clean, b) add MSAA without additional resolving cost (D2812), c) enhance visuality.

Patch shouldn't change visuality at the moment.

Test Plan
  • Apply the patch
  • Open any with water
  • Check that water reflections and refractions look the same

Diff Detail

Repository
rP 0 A.D. Public Repository
Lint
Automatic diff as part of commit; lint not applicable.
Unit
Automatic diff as part of commit; unit tests not applicable.

Event Timeline

vladislavbelov created this revision.Oct 7 2020, 9:21 PM
vladislavbelov requested review of this revision.Oct 7 2020, 9:26 PM

I didn't see anything strange in-game.

binaries/data/mods/public/shaders/glsl/water_high.fs
357 ↗(On Diff #13607)
Stan added a subscriber: Stan.Oct 12 2020, 9:57 AM

I see no obvious issue on my Intel Card

binaries/data/mods/public/shaders/glsl/water_high.fs
308 ↗(On Diff #13607)

Needs USE_REFRACTIONtoo no ?

vladislavbelov added inline comments.Oct 12 2020, 9:30 PM
binaries/data/mods/public/shaders/glsl/water_high.fs
308 ↗(On Diff #13607)

No, since it's accounted in getRefraction. We have kind of "refraction" in any case, USE_REFRACTION just "regulates" quality.

This revision was not accepted when it landed; it landed in state Needs Review.Oct 12 2020, 9:38 PM
This revision was automatically updated to reflect the committed changes.