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Refactors water shader and move normal and specular calculations into separate functions
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Authored by vladislavbelov on Sat, Oct 17, 1:58 AM.


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Before the patch the water shader uses different normals for specular and reflection/refraction, what produces incorrect lighting. After the patch specular is more correct, also eyeVec normalization fixed.

You might notice that the water looks a bit different, that because of using the correct normal and too flattened texture.

Test Plan
  1. Apply the patch
  2. Open maps with different water settings, make sure that water looks not really worse than previous
  3. Open atlas and try different water settings when you see reflected sun

Event Timeline

vladislavbelov created this revision.Sat, Oct 17, 1:58 AM
vladislavbelov edited the summary of this revision. (Show Details)
vladislavbelov edited the test plan for this revision. (Show Details)

Successful build - Chance fights ever on the side of the prudent.

/Applications/ file: ../../../binaries/system/libgui.a(precompiled.o) has no symbols

Link to build:

vladislavbelov requested review of this revision.Sat, Oct 17, 2:05 AM
vladislavbelov edited the test plan for this revision. (Show Details)Sat, Oct 17, 11:36 AM
Stan added a subscriber: Stan.EditedSat, Oct 17, 1:11 PM

Works fine on both my graphics card. Wonder if the reflection should continue to rotate depending on the wind position. Before it wasn't really an issue, because it was circular. Map Corinthian Ismuth

NVIDIA GeForce 1070
Intel UHD 620

Also works on other settings. Has no influence on the ugly water.

Angen added a subscriber: Angen.Sat, Oct 17, 1:24 PM
Angen added inline comments.

this could go to return statement :)

vladislavbelov added inline comments.Sat, Oct 17, 7:43 PM