}
wrender =
{
- .fbreflect = { .format = GL_RGB, .div = 2 },
- .fbdepth = { .format = GL_RGBA, .div = 2 }
+ .fbreflect = { .format = GL_RGB, .div = 4 },
+ .fbdepth = { .format = GL_RGBA, .div = 4 }
};
static float water_height(void)
{
for( int x=0; x<kres; x++ )
{
- v3f pos = { x, 0, y };
+ v3f pos = { x, 0.0f, y };
v3_divs( pos, kres, pos );
v3_muladd( bounds[0], pos, volume, pos );
pos[1] = wrender.height;
if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
{
float h = wrender.height - hit.pos[1];
- h *= 1.0f/15.0f;
+ h *= 1.0f/25.0f;
h = vg_clampf( h, 0.0f, 1.0f );
*dst = (u8)(h*255.0f);
}
v4f clippb = { 0.0f, -1.0f, 0.0f, -(wrender.height) };
m4x3_mulp( inverse, clippb, clippb );
clippb[3] *= -1.0f;
-
- float depth_loss = camera[3][1]-wrender.height;
m4x4_projection( projection,
gpipeline.fov,