vec4 vsurface = water_surf( halfview, surfnorm, depthvalue );
vsurface.a -= fdist;
oColour = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );
+ oColour.rgb = scene_compute_lighting( oColour.rgb, aNorm.xyz, aWorldCo );
}
scene_context *scene,
struct world_surface *mat )
{
- if( vg.quality_profile == k_quality_profile_low )
+ if( (vg.quality_profile == k_quality_profile_low) ||
+ (vg.quality_profile == k_quality_profile_min) )
return;
vg_info( "Applying foliage (%u)\n", mat->info.pstr_name );
state->g_debug_complexity = k_debug_light_complexity;
state->g_time_of_day = vg_fractf( world->time );
+ if( vg.quality_profile == k_quality_profile_high )
+ state->g_shadow_samples = 8;
+ else if( vg.quality_profile == k_quality_profile_low )
+ state->g_shadow_samples = 2;
+ else
+ state->g_shadow_samples = 0;
+
state->g_day_phase = cosf( state->g_time_of_day * VG_PIf * 2.0f );
state->g_sunset_phase= cosf( state->g_time_of_day * VG_PIf * 4.0f + VG_PIf );
glDisable(GL_BLEND);
}
- else if( vg.quality_profile == k_quality_profile_low ){
+ else if( (vg.quality_profile == k_quality_profile_low) ||
+ (vg.quality_profile == k_quality_profile_min) ){
shader_scene_water_fast_use();
glActiveTexture( GL_TEXTURE1 );