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@ -203,17 +203,20 @@ void main(void)
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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 = clamp(fresnel_dielectric(vVec, normal, ior), 0.0, 1.0);
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float radialise = 1.0;
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#if @radialFog
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float radialDepth = distance(position.xyz, cameraPos);
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float radialize = radialDepth / linearDepth;
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#else
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float radialize = 1.0;
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// TODO: Figure out how to properly radialise refraction depth and thus underwater fog
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// while avoiding oddities when the water plane is close to the clipping plane
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// radialise = radialDepth / linearDepth;
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#endif
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vec2 screenCoordsOffset = normal.xy * REFL_BUMP;
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#if REFRACTION
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float depthSample = linearizeDepth(texture2D(refractionDepthMap,screenCoords).x) * radialize;
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float depthSampleDistorted = linearizeDepth(texture2D(refractionDepthMap,screenCoords-screenCoordsOffset).x) * radialize;
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float surfaceDepth = linearizeDepth(gl_FragCoord.z) * radialize;
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float depthSample = linearizeDepth(texture2D(refractionDepthMap,screenCoords).x) * radialise;
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float depthSampleDistorted = linearizeDepth(texture2D(refractionDepthMap,screenCoords-screenCoordsOffset).x) * radialise;
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float surfaceDepth = linearizeDepth(gl_FragCoord.z) * radialise;
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float realWaterDepth = depthSample - surfaceDepth; // undistorted water depth in view direction, independent of frustum
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screenCoordsOffset *= clamp(realWaterDepth / BUMP_SUPPRESS_DEPTH,0,1);
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#endif
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