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Merge pull request #2799 from Capostrophic/simplewaterfog

Fix simple water with radial fog enabled
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Bret Curtis 2020-05-08 20:48:04 +02:00 committed by GitHub
commit aaa8990006
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2 changed files with 10 additions and 1 deletions

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@ -82,6 +82,9 @@ namespace SceneUtil
stateset->setRenderBinDetails(renderBin, "RenderBin"); stateset->setRenderBinDetails(renderBin, "RenderBin");
// Let the shader know we're dealing with simple water here.
stateset->addUniform(new osg::Uniform("simpleWater", true));
return stateset; return stateset;
} }
} }

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@ -49,6 +49,8 @@ uniform vec2 envMapLumaBias;
uniform mat2 bumpMapMatrix; uniform mat2 bumpMapMatrix;
#endif #endif
uniform bool simpleWater = false;
varying float euclideanDepth; varying float euclideanDepth;
varying float linearDepth; varying float linearDepth;
@ -180,7 +182,11 @@ void main()
gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos.xyz), shininess, matSpec) * shadowing; gl_FragData[0].xyz += getSpecular(normalize(viewNormal), normalize(passViewPos.xyz), shininess, matSpec) * shadowing;
#if @radialFog #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 #else
float fogValue = clamp((linearDepth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0); float fogValue = clamp((linearDepth - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0);
#endif #endif