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Use ICO for water shader
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parent
92bed66e5f
commit
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@ -255,6 +255,7 @@ public:
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attach(osg::Camera::COLOR_BUFFER, mRefractionTexture);
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mRefractionDepthTexture = new osg::Texture2D;
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mRefractionDepthTexture->setTextureSize(rttSize, rttSize);
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mRefractionDepthTexture->setSourceFormat(GL_DEPTH_COMPONENT);
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mRefractionDepthTexture->setInternalFormat(GL_DEPTH_COMPONENT24);
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mRefractionDepthTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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@ -334,6 +335,7 @@ public:
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setUpdateCallback(new NoTraverseCallback);
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mReflectionTexture = new osg::Texture2D;
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mReflectionTexture->setTextureSize(rttSize, rttSize);
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mReflectionTexture->setInternalFormat(GL_RGB);
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mReflectionTexture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
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mReflectionTexture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
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@ -418,9 +420,6 @@ Water::Water(osg::Group *parent, osg::Group* sceneRoot, Resource::ResourceSystem
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mWaterGeom->setDrawCallback(new DepthClampCallback);
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mWaterGeom->setNodeMask(Mask_Water);
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if (ico)
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ico->add(mWaterGeom);
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mWaterNode = new osg::PositionAttitudeTransform;
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mWaterNode->setName("Water Root");
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mWaterNode->addChild(mWaterGeom);
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@ -439,6 +438,9 @@ Water::Water(osg::Group *parent, osg::Group* sceneRoot, Resource::ResourceSystem
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mRainIntensityUniform = new osg::Uniform("rainIntensity",(float) 0.0);
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updateWaterMaterial();
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if (ico)
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ico->add(mWaterNode);
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}
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osg::Uniform *Water::getRainIntensityUniform()
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