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Jan 27th, 2015
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  1.                       GET REFLECTIVE ICE!
  2.                        by snubmansters
  3. *******************************************************************
  4. Open the zip of SEUS shaders and look for a file called gbuffers_water.fsh
  5.  
  6. open it IN NOTPAD++
  7.  
  8. look for line #380
  9.  
  10. It should look like
  11.  
  12. ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
  13.     float matID = 4.0f;
  14.  
  15.     for (int i = 0; i < 16; i++) {
  16.         if (iswater > 0.5f && lightmap.b >= i / 16.0f && lightmap.b < (i + 1) / 16.0f)
  17.             matID = 35.0f + i;
  18.     }
  19.  
  20.     if (isice > 0.5)
  21.     {
  22.         matID = 4;
  23.     }
  24. ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
  25.  
  26. if not, look for lines that do look exactly like that one.
  27.  
  28. then replace all of that with this
  29.  
  30. ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
  31.     float matID = 4.0f;
  32.  
  33.     for (int i = 0; i < 16; i++) {
  34.         if (iswater > 0.5f && lightmap.b >= i / 16.0f && lightmap.b < (i + 1) / 16.0f)
  35.             matID = 35.0f + i;
  36.     }
  37.     for (int i = 0; i < 16; i++) {
  38.         if (isice > 0.5f && lightmap.b >= i / 16.0f && lightmap.b < (i + 1) / 16.0f)
  39.             matID = 35.0f + i;
  40.     }
  41. ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
  42.  
  43. once your done save it, and put it back in the zip.
  44.  
  45. make sure to +1 the post that told you about this page if it helped, if not then message snubmansters.
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