paramat wrote:I agree, currently it's decided on material type being a liquid, no idea how to disable it for liquids.
https://github.com/minetest/minetest/blob/master/client/shaders/nodes_shader/opengl_vertex.glsl#L70
However the plan was that liquid shaders were to be reworked, removing the vertical motion, because it doesn't work with waterlilies or water surface decorations.
DS-minetest wrote:well, if it should be realistic, there would be stronger waves, when nothing blocks the wind.
the waterlilies should wave together with the water, if its possible
DS-minetest wrote:oh, I thought, we write about shader waves :O
DS-minetest wrote:oh, I thought, we write about shader waves :O
ShadMOrdre wrote:Shouldn't all liquids should have some degree of wave action? Ocean waves should move towards land masses, whereas, river water and lava should wave in the direction of movement, albeit, at different speeds. This would more than likely solve any visual issues and would look far more natural.
The issue with water lillies is a little comlpex. The lillies, as they are now, are actually a node that sits above a water node. The shaders that create the wave effect are essentially calculating the height of the water nodes. Consider, that using a mesh water lily would mean that you then have to calculate the height of the water node beneath it. Alternatively, you could create a new water node, adding the water lily graphic to the water background and using that on the top face of the new water lily node. In this way, the lily is always on top of the water surface, and there is no additional performance penalty.
Thoughts?
EDIT: When the lily node is dug, it would drop a lily and be replaced by a plain water node.
Shad
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