Divergent/mods/Screen Space Shaders/gamedata/shaders/r3/settings_screenspace_WATER.h

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2024-03-17 20:18:03 -04:00
// [ SETTINGS ] [ WATER ]
#define G_SSR_WATER_QUALITY 1 // Quality of the water. ( 0 = low | 1 = medium | 2 = high | 3 = Very High | 4 = Ultra )
#define G_SSR_WATER_WAVES 1.0f // Water waves intensity
#define G_SSR_WATER_REFLECTION 0.5f // Reflection intensity. ( 1.0f = 100% )
#define G_SSR_WATER_REFRACTION 0.05f // Intensity of refraction distortion
#define G_SSR_WATER_SKY_REFLECTION 1.0f // Sky reflection factor. ( 1.0f = 100% )
#define G_SSR_WATER_MAP_REFLECTION 1.0f // Objects reflection factor. ( 1.0f = 100% )
#define G_SSR_WATER_TEX_DISTORTION 0.2f // Water texture distortion.
#define G_SSR_WATER_TURBIDITY 3.0f // Turbidity factor. ( 0.0f = Clear water )
#define G_SSR_WATER_FOG_MAXDEPTH 2.0f // Maximum visibility underwater.
#define G_SSR_WATER_RAIN 1.25f // Intensity of rain ripples
#define G_SSR_WATER_SPECULAR 6.0f // Sun/Moon specular intensity
#define G_SSR_WATER_SPECULAR_NORMAL 0.2f // Specular normal intensity. ( You may need to adjust this if you change the value of G_SSR_WATER_WAVES )
#define G_SSR_WATER_CAUSTICS 0.25f // Caustics intensity
#define G_SSR_WATER_CAUSTICS_SCALE 1.0f // Caustics Size
#define G_SSR_WATER_SOFTBORDER 0.1f // Soft border factor. ( 0.0f = hard edge )
#define G_SSR_WATER_CHEAPFRESNEL // Uncomment/comment this if you want to use a faster/accurate fresnel calc