rssshader_water_refract_test4
Category: | script |
---|---|
Author(s): | Ren712 |
Downloads: | 1286 |
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Rating: | 4.7 (3 Votes) |
Description:
Resource: Shader Water Refract test4 0.0.9
Author: Ren712
This resource works with (but does not require) shader_dynamic_sky:
http://community.multitheftauto.com/index.php?p=resources&..mp;id=6828
This resource's main purpose is to test one of the interesting MTA 1.5 features.
That is - Multiple Render Targets in Shader support. The effect applies a simple
refraction to water.
The shader is applied to water texture. It makes refractions
of what is below and in it. The method used doesn't need a separate frame to pick
the refraction texture like used in a previous water refract resource. Instead i've used
dxDrawImage and water rendered in a separate render target.
The main difference between shader_water_refract_test3 and this is that there is no 1 frame
refraction lag.
The effect also creates a light sun specular on the water surface. The position of
the highlight changes during the night and day.
Requires GFX to support:
-MRT in shader
-Readable depth buffer
-Shader Model 3.0
-MTA nightly version 1.5.0-9.07307
If your hardware doesn't support the requirements you will be noted in the chatbox....
(more)
Author: Ren712
This resource works with (but does not require) shader_dynamic_sky:
http://community.multitheftauto.com/index.php?p=resources&..mp;id=6828
This resource's main purpose is to test one of the interesting MTA 1.5 features.
That is - Multiple Render Targets in Shader support. The effect applies a simple
refraction to water.
The shader is applied to water texture. It makes refractions
of what is below and in it. The method used doesn't need a separate frame to pick
the refraction texture like used in a previous water refract resource. Instead i've used
dxDrawImage and water rendered in a separate render target.
The main difference between shader_water_refract_test3 and this is that there is no 1 frame
refraction lag.
The effect also creates a light sun specular on the water surface. The position of
the highlight changes during the night and day.
Requires GFX to support:
-MRT in shader
-Readable depth buffer
-Shader Model 3.0
-MTA nightly version 1.5.0-9.07307
If your hardware doesn't support the requirements you will be noted in the chatbox....
(more)