Commit vor großem Terrain refactoring

This commit is contained in:
2026-06-08 08:42:45 +02:00
parent 7faed35287
commit 1297869dfa
119 changed files with 9784 additions and 1614 deletions

View File

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MaterialDef GrassVertex {
MaterialParameters {
Float WindSpeed : 1.0
Float WindStrength : 0.15
Vector3 SunDir : 0.35 0.8 0.45
Color SunColor : 0.95 0.90 0.75 1.0
}
Technique {
VertexShader GLSL150: Shaders/GrassVertex.vert
FragmentShader GLSL150: Shaders/GrassVertex.frag
WorldParameters {
WorldViewProjectionMatrix
WorldMatrix
Time
AmbientLightColor
}
RenderState {
FaceCull Off
}
}
}

View File

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MaterialDef Topology {
MaterialParameters {
Float Interval : 10.0
Float LineWidth : 0.12
Float Opacity : 0.55
}
Technique {
VertexShader GLSL150: Shaders/Topology.vert
FragmentShader GLSL150: Shaders/Topology.frag
WorldParameters {
WorldViewProjectionMatrix
WorldMatrix
}
RenderState {
Blend Alpha
DepthWrite Off
}
}
}

View File

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MaterialDef Advanced Water Polygon {
MaterialParameters {
Int BoundDrawBuffer
Int NumSamples
Int NumSamplesDepth
Texture2D FoamMap
Texture2D CausticsMap
Texture2D NormalMap -LINEAR
Texture2D ReflectionMap
Texture2D HeightMap -LINEAR
Texture2D Texture
Texture2D DepthTexture
Vector3 CameraPosition
Float Time
Vector3 frustumCorner
Matrix4 TextureProjMatrix
Float WaterHeight
Vector3 LightDir
Float WaterTransparency
Float NormalScale
Float R0
Float MaxAmplitude
Color LightColor
Float ShoreHardness
Float FoamHardness
Float RefractionStrength
Float WaveScale
Vector3 FoamExistence
Float SunScale
Vector3 ColorExtinction
Float Shininess
Color WaterColor
Color DeepWaterColor
Vector2 WindDirection
Float ReflectionDisplace
Float FoamIntensity
Float CausticsIntensity
Float UnderWaterFogDistance
Boolean UseRipples
Boolean UseHQShoreline
Boolean UseSpecular
Boolean UseFoam
Boolean UseCaustics
Boolean UseRefraction
Float Radius
Vector3 Center
Boolean SquareArea
Vector2Array Points
Int NumPoints : 0
}
Technique {
VertexShader GLSL310 GLSL300 GLSL150 GLSL120 : Common/MatDefs/Post/Post.vert
FragmentShader GLSL310 GLSL300 GLSL150 GLSL120 : Shaders/WaterPolygon.frag
WorldParameters {
ViewProjectionMatrixInverse
}
Defines {
BOUND_DRAW_BUFFER: BoundDrawBuffer
RESOLVE_MS : NumSamples
RESOLVE_DEPTH_MS : NumSamplesDepth
ENABLE_RIPPLES : UseRipples
ENABLE_HQ_SHORELINE : UseHQShoreline
ENABLE_SPECULAR : UseSpecular
ENABLE_FOAM : UseFoam
ENABLE_CAUSTICS : UseCaustics
ENABLE_REFRACTION : UseRefraction
ENABLE_AREA : Center
SQUARE_AREA : SquareArea
POLYGON_AREA : Points
}
}
}