git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@9280
d7cf8633-e32d-0410-b094-
e92efae38249
r_waterstate.textureheight = textureheight;
}
r_waterstate.textureheight = textureheight;
}
- // when doing a reduced render (HDR) we want to use a smaller area
- r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
- r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
-
if (r_waterstate.waterwidth)
{
r_waterstate.enabled = true;
if (r_waterstate.waterwidth)
{
r_waterstate.enabled = true;
+ // when doing a reduced render (HDR) we want to use a smaller area
+ r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
+ r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
+
// set up variables that will be used in shader setup
r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
// set up variables that will be used in shader setup
r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;