sgi
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RE: HOW TO HAVE A BETTER TEXTURE RENDERING IN AMNESIA !
I've tried, but results aren't convincing. I think this calculations just don't worth it. Shadow is distorted, but not quite right. But for all who want to see it for himself here are the steps:
1. Change GBufferType="0" to GBufferType="1" in main_settings.cfg
2. Change line in deferred_gbuffer_solid_frag.glsl
//gl_FragData[2].xyz += vScreenNormal * fHeight * $VirtualPositionAddScale;
to
gl_FragData[2].xyz += vScreenNormal * fHeight * 0.2f;
($VirtualPositionAddScale seems to be too small to notice the effect)
3. Add line
float fHeight = texture2D(aHeightMap, vTexCoord).w;
just after line "vec2 vTexCoord = vHeightMapPos.xy;" (152 line in deferred_gbuffer_solid_frag.glsl)
This variable is undefined by default when relief parallax shader branch is used.
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09-25-2010, 05:27 PM |
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