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Added a uniform to indicate whether rendering is occurring in a reflection
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@ -173,6 +173,7 @@ namespace MWRender
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stateset->addUniform(new osg::Uniform("far", 0.f));
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stateset->addUniform(new osg::Uniform("skyBlendingStart", 0.f));
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stateset->addUniform(new osg::Uniform("screenRes", osg::Vec2f{}));
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stateset->addUniform(new osg::Uniform("isReflection", false));
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if (mUsePlayerUniforms)
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{
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stateset->addUniform(new osg::Uniform("windSpeed", 0.0f));
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@ -351,6 +351,9 @@ public:
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camera->setName("ReflectionCamera");
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camera->addCullCallback(new InheritViewPointCallback);
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// Inform the shader that we're in a reflection
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camera->getOrCreateStateSet()->addUniform(new osg::Uniform("isReflection", true));
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// XXX: should really flip the FrontFace on each renderable instead of forcing clockwise.
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osg::ref_ptr<osg::FrontFace> frontFace(new osg::FrontFace);
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frontFace->setMode(osg::FrontFace::CLOCKWISE);
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@ -474,7 +477,7 @@ Water::Water(osg::Group *parent, osg::Group* sceneRoot, Resource::ResourceSystem
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geom2->setNodeMask(Mask_SimpleWater);
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geom2->setName("Simple Water Geometry");
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mWaterNode->addChild(geom2);
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mSceneRoot->addChild(mWaterNode);
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setHeight(mTop);
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@ -701,7 +704,7 @@ void Water::createShaderWaterStateSet(osg::Node* node, Reflection* reflection, R
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normalMap->setMaxAnisotropy(16);
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normalMap->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR_MIPMAP_LINEAR);
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normalMap->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
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mRainIntensityUpdater = new RainIntensityUpdater();
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node->setUpdateCallback(mRainIntensityUpdater);
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