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Add a way to check if water is enabled in post processing shaders
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@ -1005,6 +1005,8 @@ namespace MWRender
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{
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mWater->setEnabled(enabled);
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mSky->setWaterEnabled(enabled);
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mPostProcessor->getStateUpdater()->setIsWaterEnabled(enabled);
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}
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void RenderingManager::setWaterHeight(float height)
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@ -81,6 +81,8 @@ namespace fx
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void setWaterHeight(float height) { mData.get<WaterHeight>() = height; }
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void setIsWaterEnabled(bool enabled) { mData.get<IsWaterEnabled>() = enabled; }
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void setSimulationTime(float time) { mData.get<SimulationTime>() = time; }
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void setDeltaSimulationTime(float time) { mData.get<DeltaSimulationTime>() = time; }
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@ -145,6 +147,8 @@ namespace fx
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struct WaterHeight : std140::Float { static constexpr std::string_view sName = "waterHeight"; };
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struct IsWaterEnabled : std140::Bool { static constexpr std::string_view sName = "isWaterEnabled"; };
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struct SimulationTime : std140::Float { static constexpr std::string_view sName = "simulationTime"; };
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struct DeltaSimulationTime : std140::Float { static constexpr std::string_view sName = "deltaSimulationTime"; };
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@ -182,6 +186,7 @@ namespace fx
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GameHour,
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SunVis,
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WaterHeight,
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IsWaterEnabled,
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SimulationTime,
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DeltaSimulationTime,
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WindSpeed,
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@ -97,6 +97,8 @@ Builtin Uniforms
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| | | |
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| | | Exterior water level is always zero |
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+-------------+------------------------------+--------------------------------------------------+
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| bool | ``omw.isWaterEnabled`` | True if water is enabled for current cell |
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+-------------+------------------------------+--------------------------------------------------+
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| float | ``omw.simulationTime`` | The time in milliseconds since simulation began |
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+-------------+------------------------------+--------------------------------------------------+
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| float | ``omw.deltaSimulationTime`` | The change in `omw.simulationTime` |
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