fix water shader artifacts at shores

pull/299/head
Miloslav Číž 7 years ago
parent 566fa6c118
commit 16d9773c6c

@ -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 // 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); modelViewMatrix->preMultTranslate(mCullPlane->getNormal() * clipFudge);
cv->pushModelViewMatrix(modelViewMatrix, osg::Transform::RELATIVE_RF); cv->pushModelViewMatrix(modelViewMatrix, osg::Transform::RELATIVE_RF);

@ -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 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 vec2 WIND_DIR = vec2(0.5f, -0.8f);
const float WIND_SPEED = 0.2f; const float WIND_SPEED = 0.2f;
@ -74,6 +76,13 @@ uniform float near;
uniform float far; uniform float far;
uniform vec3 nodePosition; 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) void main(void)
{ {
vec3 worldPos = position.xyz + nodePosition.xyz; vec3 worldPos = position.xyz + nodePosition.xyz;
@ -147,8 +156,12 @@ void main(void)
fresnel = clamp(fresnel, 0.0, 1.0); 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 // reflection
vec3 reflection = texture2D(reflectionMap, screenCoords+(normal.xy*REFL_BUMP)).rgb; vec3 reflection = texture2D(reflectionMap, screenCoords+(normal.xy*REFL_BUMP*shore)).rgb;
// refraction // refraction
#if REFRACTION #if REFRACTION
@ -165,10 +178,7 @@ void main(void)
vec3 waterColor = WATER_COLOR; vec3 waterColor = WATER_COLOR;
waterColor = waterColor * length(gl_LightModel.ambient.xyz); waterColor = waterColor * length(gl_LightModel.ambient.xyz);
#if REFRACTION #if REFRACTION
float refractionDepth = texture2D(refractionDepthMap, screenCoords-(normal.xy*REFR_BUMP)).x; float refractionDepth = transformDepth(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 waterDepth = refractionDepth - depthPassthrough; float waterDepth = refractionDepth - depthPassthrough;
if (cameraPos.z > 0.0) if (cameraPos.z > 0.0)
@ -185,6 +195,15 @@ void main(void)
#if REFRACTION #if REFRACTION
gl_FragData[0].w = 1.0; 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 #else
gl_FragData[0].w = clamp(fresnel*2.0 + specular, 0.0, 1.0); gl_FragData[0].w = clamp(fresnel*2.0 + specular, 0.0, 1.0);
#endif #endif

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