Merge pull request #2799 from Capostrophic/simplewaterfog

Fix simple water with radial fog enabled
pull/578/head
Bret Curtis 5 years ago committed by GitHub
commit aaa8990006
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@ -82,6 +82,9 @@ namespace SceneUtil
stateset->setRenderBinDetails(renderBin, "RenderBin");
// Let the shader know we're dealing with simple water here.
stateset->addUniform(new osg::Uniform("simpleWater", true));
return stateset;
}
}

@ -49,6 +49,8 @@ uniform vec2 envMapLumaBias;
uniform mat2 bumpMapMatrix;
#endif
uniform bool simpleWater = false;
varying float euclideanDepth;
varying float linearDepth;
@ -180,7 +182,11 @@ void main()
gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos.xyz), shininess, matSpec) * shadowing;
#if @radialFog
float fogValue = clamp((euclideanDepth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
float depth = euclideanDepth;
// For the less detailed mesh of simple water we need to recalculate depth on per-pixel basis
if (simpleWater)
depth = length(passViewPos);
float fogValue = clamp((depth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
#else
float fogValue = clamp((linearDepth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
#endif

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