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0
forked from mirrors/0ad
Files
0ad/source/ps/CStrInternStatic.h
T
wraitii ab30e0d4fb Change the water texture to a new, bigger one, created in Blender (thanks to Enrique). Change settings so that they are more logical, yet allow reverting back to an even lower quality setting. Add a WIP high setting (with foam) which isn't finished yet.
Change the shader itself so that the effects look nicer and are more
consistent across settings.
Rework the water mesh generation (simpler system). Fix a few issues.

May work oddly with Atlas since I haven't been able to compile yet.

Refs #1875 (maybe fix), Fixes #2077 (I'll assume it does), Fixes #2114
(assumption again), refs #48.

This was SVN commit r15473.
2014-07-01 16:05:05 +00:00

149 lines
2.7 KiB
C

/* Copyright (C) 2013 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
// This file defines global CStrIntern variables, to avoid the cost of
// constructing CStrInterns frequently at runtime.
//
// A line like
// X(foo)
// defines a variable str_foo with value "foo".
//
// A line like
// X2(foo_0, "foo[0]")
// defines a variable str_foo_0 with value "foo[0]".
X(0)
X(1)
X(2)
X(ALPHABLEND_PASS_BLEND)
X(ALPHABLEND_PASS_OPAQUE)
X(BLEND)
X(BLOOM_NOP)
X(BLOOM_PASS_H)
X(BLOOM_PASS_V)
X(DECAL)
X(DISABLE_RECEIVE_SHADOWS)
X(Foam)
X(IGNORE_LOS)
X(MINIMAP_BASE)
X(MINIMAP_LINE)
X(MINIMAP_LOS)
X(MINIMAP_POINT)
X(MODE_SHADOWCAST)
X(MODE_SILHOUETTEDISPLAY)
X(MODE_SILHOUETTEOCCLUDER)
X(MODE_WIREFRAME)
X(SYS_HAS_ARB)
X(SYS_HAS_GLSL)
X(SYS_PREFER_GLSL)
X(USE_FANCY_EFFECTS)
X(USE_FP_SHADOW)
X(USE_GPU_SKINNING)
X(USE_INSTANCING)
X(USE_NORMALS)
X(USE_OBJECTCOLOR)
X(USE_REAL_DEPTH)
X(USE_REFLECTION)
X(USE_REFRACTION)
X(USE_SHADOW)
X(USE_SHADOWS_ON_WATER)
X(USE_SHADOW_PCF)
X(USE_SHADOW_SAMPLER)
X2(_emptystring, "")
X(a_skinJoints)
X(a_skinWeights)
X(a_tangent)
X(ambient)
X(baseTex)
X(blendTex)
X(bloom)
X(blurTex2)
X(blurTex4)
X(blurTex8)
X(brightness)
X(cameraPos)
X(color)
X(colorAdd)
X(colorMul)
X(delta)
X(depthTex)
X(fogColor)
X(fogParams)
X(foreground_overlay)
X(gui_add)
X(gui_basic)
X(gui_grayscale)
X(gui_solid)
X(gui_text)
X(hdr)
X(height)
X(instancingTransform)
X(losMap)
X(losMatrix)
X(losTex)
X(losTex1)
X(losTex2)
X(losTransform)
X(los_interp)
X(mapSize)
X(maskTex)
X(minimap)
X(murkiness)
X(normalMap)
X(normalMap2)
X(objectColor)
X(overlay_solid)
X(particle)
X(particle_solid)
X(playerColor)
X(qualityLevel)
X(reflectionMap)
X(reflectionMatrix)
X(reflectionTint)
X(reflectionTintStrength)
X(refractionMap)
X(refractionMatrix)
X(renderedTex)
X(repeatScale)
X2(sans_10, "sans-10");
X(saturation)
X(screenSize)
X(shadingColor)
X(shadowScale)
X(shadowTex)
X(shadowTransform)
X(skinBlendMatrices)
X2(skinBlendMatrices_0, "skinBlendMatrices[0]")
X(skyCube)
X(sky_simple)
X(specularStrength)
X(sunColor)
X(sunDir)
X(tex)
X(texSize)
X(textureTransform)
X(time)
X(tint)
X(transform)
X(translation)
X(waterTex)
X(waterEffectsTex)
X(waviness)
X(width)
X(zFar)
X(zNear)