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@ -102,10 +102,10 @@
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#if !SH_GLSL
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float4x4 scalemat = float4x4( 0.5, 0, 0, 0.5,
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0, -0.5, 0, 0.5,
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0, 0, 0.5, 0.5,
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0, 0, 0, 1 );
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float4x4 scalemat = float4x4( 0.5, 0.0, 0.0, 0.5,
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0.0, -0.5, 0.0, 0.5,
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0.0, 0.0, 0.5, 0.5,
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0.0, 0.0, 0.0, 1.0 );
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#else
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mat4 scalemat = mat4(0.5, 0.0, 0.0, 0.0,
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0.0, -0.5, 0.0, 0.0,
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@ -148,7 +148,7 @@
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#define SMALL_WAVES_Y 0.1
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#define WAVE_CHOPPYNESS 0.15 // wave choppyness
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#define WAVE_SCALE 75 // overall wave scale
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#define WAVE_SCALE 75.0 // overall wave scale
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#define BUMP 1.5 // overall water surface bumpiness
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#define REFL_BUMP 0.08 // reflection distortion amount
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@ -159,7 +159,7 @@
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#define SUN_EXT float3(0.45, 0.55, 0.68) //sunlight extinction
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#define SPEC_HARDNESS 256 // specular highlights hardness
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#define SPEC_HARDNESS 256.0 // specular highlights hardness
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// ---------------------------------------------------------------
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@ -260,7 +260,7 @@
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#if SHADOWS || SHADOWS_PSSM
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float fadeRange = shadowFar_fadeStart.x - shadowFar_fadeStart.y;
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float fade = 1-((depthPassthrough - shadowFar_fadeStart.y) / fadeRange);
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float fade = 1.0-((depthPassthrough - shadowFar_fadeStart.y) / fadeRange);
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shadow = (depthPassthrough > shadowFar_fadeStart.x) ? 1.0 : ((depthPassthrough > shadowFar_fadeStart.y) ? 1.0-((1.0-shadow)*fade) : shadow);
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#endif
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@ -270,9 +270,9 @@
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float2 screenCoords = screenCoordsPassthrough.xy / screenCoordsPassthrough.z;
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screenCoords.y = (1-shSaturate(renderTargetFlipping))+renderTargetFlipping*screenCoords.y;
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screenCoords.y = (1.0-shSaturate(renderTargetFlipping))+renderTargetFlipping*screenCoords.y;
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float2 nCoord = float2(0,0);
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float2 nCoord = float2(0.0,0.0);
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nCoord = UV * (WAVE_SCALE * 0.05) + WIND_DIR * waterTimer * (WIND_SPEED*0.04);
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float3 normal0 = 2.0 * shSample(normalMap, nCoord + float2(-waterTimer*0.015,-waterTimer*0.005)).rgb - 1.0;
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@ -297,7 +297,7 @@
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float4 worldPosition = shMatrixMult(wMat, float4(position.xyz, 1));
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float2 relPos = (worldPosition.xy - rippleCenter.xy) / rippleAreaLength + 0.5;
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float3 normal_ripple = normalize(shSample(rippleNormalMap, relPos.xy).xyz * 2 - 1);
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float3 normal_ripple = normalize(shSample(rippleNormalMap, relPos.xy).xyz * 2.0 - 1.0);
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//normal = normalize(normal + normal_ripple);
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normal = normalize(float3(normal.x * BUMP + normal_ripple.x, normal.y * BUMP + normal_ripple.y, normal.z));
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@ -315,7 +315,7 @@
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float3 vVec = normalize(position.xyz - cameraPos.xyz);
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float isUnderwater = (cameraPos.z > 0) ? 0.0 : 1.0;
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float isUnderwater = (cameraPos.z > 0.0) ? 0.0 : 1.0;
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// sunlight scattering
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float3 pNormal = float3(0,0,1);
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@ -327,7 +327,7 @@
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float3 scatterColour = shLerp(float3(SCATTER_COLOUR)*float3(1.0,0.4,0.0), SCATTER_COLOUR, shSaturate(1.0-exp(-waterSunFade_sunHeight.y*SUN_EXT)));
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// fresnel
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float ior = (cameraPos.z>0)?(1.333/1.0):(1.0/1.333); //air to water; water to air
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float ior = (cameraPos.z>0.0)?(1.333/1.0):(1.0/1.333); //air to water; water to air
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float fresnel = fresnel_dielectric(-vVec, normal, ior);
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fresnel = shSaturate(fresnel);
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@ -342,7 +342,7 @@
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float3 refraction = shSample(refractionMap, (screenCoords-(normal.xy*REFR_BUMP))*1.0).rgb;
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// brighten up the refraction underwater
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refraction = (cameraPos.z < 0) ? shSaturate(refraction * 1.5) : refraction;
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refraction = (cameraPos.z < 0.0) ? shSaturate(refraction * 1.5) : refraction;
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#endif
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// specular
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@ -358,9 +358,9 @@
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shOutputColour(0).xyz = shLerp (shOutputColour(0).xyz, fogColor, fogValue);
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#if REFRACTION
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shOutputColour(0).w = 1;
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shOutputColour(0).w = 1.0;
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#else
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shOutputColour(0).w = shSaturate(fresnel*2 + specular);
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shOutputColour(0).w = shSaturate(fresnel*2.0 + specular);
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#endif
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}
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