branchrust_reboot/main/water2.9cancel
9 Commits over 0 Days - ∞cph!
Fixed dx9 inverted normals / broken reflections and ps_2_0 related errors
Switched to using post-opaque as depth target during water depth pass
Reverted grab pass save; overlooked something
Fixed screen space normal texture frame delay when coming back from lower quality levels
Saved one grab pass in ocean depth pass cmd buffer
Zero overdraw screen-space reflections (1 spp, hq only); important when displacement is everywhere along frustum depth
Removed parts of deprecated code
Implemented new mesh for ocean; finer lod scaling; no fog issues
Fixed simulation stepping; tweaked ocean sim params
Smoother near plane displacement attenuation
Temporarily disabled SSR