@ -37,21 +37,20 @@ const float BUMP_RAIN = 2.5;
const float REFL_BUMP = 0.10; // reflection distortion amount
const float REFL_BUMP = 0.10; // reflection distortion amount
const float REFR_BUMP = 0.07; // refraction distortion amount
const float REFR_BUMP = 0.07; // refraction distortion amount
const float SCATTER_AMOUNT = 0.3; // amount of sunlight scattering
const vec3 SCATTER_COLOUR = vec3(0.0,1.0,0.95); // colour of sunlight scattering
const vec3 SUN_EXT = vec3(0.45, 0.55, 0.68); //sunlight extinction
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 BUMP_SUPPRESS_DEPTH = 300.0; // at what water depth bumpmap will be suppressed for reflections and refractions (prevents artifacts at shores)
const float BUMP_SUPPRESS_DEPTH = 300.0; // at what water depth bumpmap will be suppressed for reflections and refractions (prevents artifacts at shores)
const float BUMP_SUPPRESS_DEPTH_SS = 1000.0; // modifier using screenspace depth (helps prevent same artifacts but at higher distances)
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;
const vec3 WATER_COLOR = vec3(0.090195, 0.115685, 0.12745);
const vec3 WATER_COLOR = vec3(0.090195, 0.115685, 0.12745);
const float SCATTER_AMOUNT = 0.5; // amount of sunlight scattering
const vec3 SCATTER_COLOUR = WATER_COLOR * 8.0; // colour of sunlight scattering
// ---------------- rain ripples related stuff ---------------------
// ---------------- rain ripples related stuff ---------------------
const float RAIN_RIPPLE_GAPS = 5.0;
const float RAIN_RIPPLE_GAPS = 5.0;
@ -230,10 +229,7 @@ void main(void)
float depthSampleDistorted = linearizeDepth(texture2D(refractionDepthMap,screenCoords-screenCoordsOffset).x) * radialise;
float depthSampleDistorted = linearizeDepth(texture2D(refractionDepthMap,screenCoords-screenCoordsOffset).x) * radialise;
float surfaceDepth = linearizeDepth(gl_FragCoord.z) * radialise;
float surfaceDepth = linearizeDepth(gl_FragCoord.z) * radialise;
float realWaterDepth = depthSample - surfaceDepth; // undistorted water depth in view direction, independent of frustum
float realWaterDepth = depthSample - surfaceDepth; // undistorted water depth in view direction, independent of frustum
screenCoordsOffset *= clamp(
screenCoordsOffset *= clamp(realWaterDepth / BUMP_SUPPRESS_DEPTH,0,1);
realWaterDepth / (BUMP_SUPPRESS_DEPTH
* max(1, depthSample / BUMP_SUPPRESS_DEPTH_SS)) // suppress more at distance
,0 ,1);
#endif
#endif
// reflection
// reflection
vec3 reflection = texture2D(reflectionMap, screenCoords + screenCoordsOffset).rgb;
vec3 reflection = texture2D(reflectionMap, screenCoords + screenCoordsOffset).rgb;
@ -257,11 +253,7 @@ void main(void)
if (cameraPos.z < 0.0)
if (cameraPos.z < 0.0)
refraction = clamp(refraction * 1.5, 0.0, 1.0);
refraction = clamp(refraction * 1.5, 0.0, 1.0);
else
else
{
refraction = mix(refraction, waterColor, clamp(depthSampleDistorted/VISIBILITY, 0.0, 1.0));
vec3 refractionA = mix(refraction, waterColor, clamp(depthSampleDistorted/VISIBILITY, 0.0, 1.0));
vec3 refractionB = mix(refraction, waterColor, clamp(realWaterDepth/VISIBILITY, 0.0, 1.0));
refraction = mix(refractionA, refractionB, 0.8);
}
// sunlight scattering
// sunlight scattering
// normal for sunlight scattering
// normal for sunlight scattering