Gorilla.Material.Water

Unit Gorilla.Material.Water.pas

Classes

Records

Enumerations

  • enum  TWaterOutputLayer  = ( wolAll, wolDUDV, wolNormal, wolSpecular, wolFoam, wolDepth, wolRefraction, wolReflection, wolReflPlusRefr, wolTexCoords ) ;

Constants

  • const WATER_TEX_DUDV : Integer = $0;
  • const WATER_TEX_FOAM : Integer = $1;
  • const WATER_TEX_SPEC : Integer = $2;
  • const WATER_TEX_NRML : Integer = $3;
  • const WATER_TEX_DSPL : Integer = $4;
  • const WATER_TEX_DPTH : Integer = $5;
  • const WATER_TEX_REFR : Integer = $6;
  • const WATER_TEX_REFL : Integer = $7;
  • const WATER_TEX_ENVM : Integer = $5;
  • const MAX_RIPPLES : Integer = $20;

Mics. types

  • type PWaterParams = pointer to TWaterParams;

TGorillaWaterMaterial

Default water material that creates a moving water effect by using different textures. It also needs applied reflection-, refraction- and depth-pass render passes.

Remarks

The shader needs a normal, dudv and specular texture for rendering. Also it needs applied reflection and refraction render passes. The refraction render pass automatically produces a depth map which the water shader needs.

Ancestors

Members

Fields

Methods

Properties

TGorillaWaterMaterialSource

Basic water material source.

Remarks

Shader was built on basis of a GLSL conversion of Michael Horsch water demo http://www.bonzaisoftware.com/wfs.html Converted by Mars_999 8/20/2005 http://forum.bonzaisoftware.com/viewthread.php?tid=10

Ancestors

Members

Methods

Properties