Adding sun specularity to TSE water
by Matt Vitelli · 07/11/2006 (12:03 pm) · 6 comments
Find shaders/water/waterCubeReflectRefractP.hlsl about line 108 or so find a line that reads
Now either uncomment or replace it with:
This looks pretty neat in my opinion.
Enjoy!
-Matt Vitelli
// 2: This almost looks good /* bumpNorm.xy *= 2.0; bumpNorm = normalize( bumpNorm ); float3 halfAng = normalize( eyeVec + IN.lightVec ); float specular = saturate( dot( bumpNorm, halfAng) ); specular = pow(specular, specularPower); OUT.col += specularColor * specular; */
Now either uncomment or replace it with:
// 2: This almost looks good bumpNorm.xy *= 2.0; bumpNorm = normalize( bumpNorm ); float3 halfAng = normalize( eyeVec + IN.lightVec ); float specular = saturate( dot( bumpNorm, halfAng) ); specular = pow(specular, specularPower); OUT.col += specularColor * specular;
This looks pretty neat in my opinion.
Enjoy!
-Matt Vitelli
#2
07/11/2006 (2:08 pm)
I dont see the difference.
#3
07/11/2006 (2:09 pm)
Ahh, missed the quotes.
#4
07/11/2006 (8:37 pm)
Yeah, instead of "And replace it with:" you could have just said "uncomment it." :P
#5
07/15/2006 (3:50 pm)
I mainly did it for speed. Some people just like to copy in code rather than take the time to edit. Though the edit only takes a few seconds. :P
#6
07/25/2006 (8:57 pm)
If they can't uncomment something, they shouldn't be editing it ;) Nevertheless, this is a great find =) 
Torque Owner Bryan Stroebel