diff --git a/apps/openmw/mwrender/water.cpp b/apps/openmw/mwrender/water.cpp index 2329e7afa..68c07c1ab 100644 --- a/apps/openmw/mwrender/water.cpp +++ b/apps/openmw/mwrender/water.cpp @@ -112,7 +112,7 @@ class ClipCullNode : public osg::Group } // move the plane back along its normal a little bit to prevent bleeding at the water shore - const float clipFudge = -30; + const float clipFudge = -5; modelViewMatrix->preMultTranslate(mCullPlane->getNormal() * clipFudge); cv->pushModelViewMatrix(modelViewMatrix, osg::Transform::RELATIVE_RF); diff --git a/files/shaders/water_fragment.glsl b/files/shaders/water_fragment.glsl index c04233fcf..b5d7d1a6a 100644 --- a/files/shaders/water_fragment.glsl +++ b/files/shaders/water_fragment.glsl @@ -31,6 +31,8 @@ const vec3 SUN_EXT = vec3(0.45, 0.55, 0.68); //sunlight extinction const float SPEC_HARDNESS = 256.0; // specular highlights hardness +const float REFLECTION_BUMP_SUPRESS_DEPTH = 150.0; // at what water depth bump map will be supressed for reflections (prevents artifacts at shores) + const vec2 WIND_DIR = vec2(0.5f, -0.8f); const float WIND_SPEED = 0.2f; @@ -74,6 +76,13 @@ uniform float near; uniform float far; uniform vec3 nodePosition; +float transformDepth(float depth) // helper for transforming refraction depth + { + float z_n = 2.0 * depth - 1.0; + depth = 2.0 * near * far / (far + near - z_n * (far - near)); + return depth - depthPassthrough; + } + void main(void) { vec3 worldPos = position.xyz + nodePosition.xyz; @@ -147,8 +156,12 @@ void main(void) fresnel = clamp(fresnel, 0.0, 1.0); + float realWaterDepth = transformDepth(texture2D(refractionDepthMap, screenCoords).x); + + float shore = clamp(realWaterDepth / REFLECTION_BUMP_SUPRESS_DEPTH,0,1); + // reflection - vec3 reflection = texture2D(reflectionMap, screenCoords+(normal.xy*REFL_BUMP)).rgb; + vec3 reflection = texture2D(reflectionMap, screenCoords+(normal.xy*REFL_BUMP*shore)).rgb; // refraction #if REFRACTION @@ -165,10 +178,7 @@ void main(void) vec3 waterColor = WATER_COLOR; waterColor = waterColor * length(gl_LightModel.ambient.xyz); #if REFRACTION - float refractionDepth = texture2D(refractionDepthMap, screenCoords-(normal.xy*REFR_BUMP)).x; - float z_n = 2.0 * refractionDepth - 1.0; - refractionDepth = 2.0 * near * far / (far + near - z_n * (far - near)); - + float refractionDepth = transformDepth(texture2D(refractionDepthMap, screenCoords-(normal.xy*REFR_BUMP)).x); float waterDepth = refractionDepth - depthPassthrough; if (cameraPos.z > 0.0) @@ -185,6 +195,15 @@ void main(void) #if REFRACTION gl_FragData[0].w = 1.0; + +/*float nonRefractionDepth = texture2D(refractionDepthMap, screenCoords).x; +z_n = 2.0 * nonRefractionDepth - 1.0; +nonRefractionDepth = 2.0 * near * far / (far + near - z_n * (far - near)); + +float realWaterDepth = nonRefractionDepth - depthPassthrough; +*/ +//gl_FragData[0] = vec4(refractionSuppressor,0,0,0); + #else gl_FragData[0].w = clamp(fresnel*2.0 + specular, 0.0, 1.0); #endif