Forward path water pass

This commit is contained in:
luboslenco 2019-08-22 11:59:54 +02:00
parent bec7b9a1df
commit be4853cb6a

View file

@ -139,7 +139,7 @@ class RenderPathForward {
}
#end
#if ((rp_antialiasing == "SMAA") || (rp_antialiasing == "TAA") || (rp_ssr && !rp_ssr_half))
#if ((rp_antialiasing == "SMAA") || (rp_antialiasing == "TAA") || (rp_ssr && !rp_ssr_half) || (rp_water))
{
var t = new RenderTargetRaw();
t.name = "bufa";
@ -202,6 +202,13 @@ class RenderPathForward {
}
#end
#if rp_water
{
path.loadShader("shader_datas/water_pass/water_pass");
path.loadShader("shader_datas/copy_pass/copy_pass");
}
#end
#if rp_bloom
{
var t = new RenderTargetRaw();
@ -459,6 +466,25 @@ class RenderPathForward {
}
#end
#if rp_water
{
path.setDepthFrom("lbuffer0", "bufa"); // Unbind depth so we can read it
path.depthToRenderTarget.set("main", path.renderTargets.get("buf"));
path.setTarget("bufa");
path.bindTarget("lbuffer0", "tex");
path.drawShader("shader_datas/copy_pass/copy_pass");
path.setTarget("lbuffer0");
path.bindTarget("_main", "gbufferD");
path.bindTarget("bufa", "tex");
path.drawShader("shader_datas/water_pass/water_pass");
path.setDepthFrom("lbuffer0", "buf"); // Re-bind depth
path.depthToRenderTarget.set("main", path.renderTargets.get("lbuffer0"));
}
#end
#if (rp_supersampling == 4)
var framebuffer = "buf";
#else