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

This commit is contained in:
Areloch 2016-02-27 13:13:12 -06:00
parent 496b6a3ea8
commit c0e29d4a22
3 changed files with 4 additions and 4 deletions

View file

@ -55,8 +55,8 @@ function initRenderManager()
DiffuseRenderPassManager.addManager( new RenderObjectMgr(BeginBin) { bintype = "Begin"; renderOrder = 0.2; processAddOrder = 0.2; } );
// 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 RenderObjectMgr(ObjectBin) { bintype = "Object"; renderOrder = 0.6; processAddOrder = 0.6; } );

View file

@ -295,7 +295,7 @@ void main()
foamColor.rgb *= FOAM_OPACITY * foamAmt * foamColor.a;
// 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.
refMapColor = mix( refMapColor, texture( skyMap, reflectionVec ), NO_REFLECT );

View file

@ -282,7 +282,7 @@ float4 main( ConnectData IN ) : COLOR
foamColor.rgb *= FOAM_OPACITY * foamAmt * foamColor.a;
// 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.
refMapColor = lerp( refMapColor, texCUBE( skyMap, reflectionVec ), NO_REFLECT );