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@ -43,6 +43,7 @@ const float SCATTER_AMOUNT = 0.3; // amount of sunlight scatter
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const vec3 SCATTER_COLOUR = vec3(0.0,1.0,0.95); // colour of sunlight scattering
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const vec3 SUN_EXT = vec3(0.45, 0.55, 0.68); //sunlight extinction
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const float SUN_SPEC_FADING_THRESHOLD = 0.15; // visibility at which sun specularity starts to fade
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const float SPEC_HARDNESS = 256.0; // specular highlights hardness
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@ -172,6 +173,8 @@ void main(void)
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vec3 waterColor = WATER_COLOR * sunFade;
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vec4 sunSpec = lcalcSpecular(0);
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// alpha component is sun visibility; we want to start fading specularity when visibility is low
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sunSpec.a = min(1.0, sunSpec.a / SUN_SPEC_FADING_THRESHOLD);
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// artificial specularity to make rain ripples more noticeable
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vec3 skyColorEstimate = vec3(max(0.0, mix(-0.3, 1.0, sunFade)));
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@ -179,7 +182,7 @@ void main(void)
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#if REFRACTION
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// no alpha here, so make sure raindrop ripple specularity gets properly subdued
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rainSpecular *= clamp(fresnel*6.0 + specular * sunSpec.w, 0.0, 1.0);
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rainSpecular *= clamp(fresnel*6.0 + specular * sunSpec.a, 0.0, 1.0);
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// refraction
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vec3 refraction = sampleRefractionMap(screenCoords - screenCoordsOffset).rgb;
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@ -200,7 +203,7 @@ void main(void)
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vec3 scatterColour = mix(SCATTER_COLOUR*vec3(1.0,0.4,0.0), SCATTER_COLOUR, clamp(1.0-exp(-sunHeight*SUN_EXT), 0.0, 1.0));
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vec3 lR = reflect(lVec, lNormal);
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float lightScatter = clamp(dot(lVec,lNormal)*0.7+0.3, 0.0, 1.0) * clamp(dot(lR, vVec)*2.0-1.2, 0.0, 1.0) * SCATTER_AMOUNT * sunFade * clamp(1.0-exp(-sunHeight), 0.0, 1.0);
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gl_FragData[0].xyz = mix( mix(refraction, scatterColour, lightScatter), reflection, fresnel) + specular * sunSpec.xyz + rainSpecular;
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gl_FragData[0].xyz = mix(mix(refraction, scatterColour, lightScatter), reflection, fresnel) + specular * sunSpec.rgb * sunSpec.a + rainSpecular;
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gl_FragData[0].w = 1.0;
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// wobbly water: hard-fade into refraction texture at extremely low depth, with a wobble based on normal mapping
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@ -213,8 +216,8 @@ void main(void)
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shoreOffset = clamp(mix(shoreOffset, 1.0, clamp(linearDepth / WOBBLY_SHORE_FADE_DISTANCE, 0.0, 1.0)), 0.0, 1.0);
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gl_FragData[0].xyz = mix(rawRefraction, gl_FragData[0].xyz, shoreOffset);
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#else
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gl_FragData[0].xyz = mix(reflection, waterColor, (1.0-fresnel)*0.5) + specular * sunSpec.xyz + rainSpecular;
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gl_FragData[0].w = clamp(fresnel*6.0 + specular * sunSpec.w, 0.0, 1.0); //clamp(fresnel*2.0 + specular * gl_LightSource[0].specular.w, 0.0, 1.0);
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gl_FragData[0].xyz = mix(reflection, waterColor, (1.0-fresnel)*0.5) + specular * sunSpec.rgb * sunSpec.a + rainSpecular;
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gl_FragData[0].w = clamp(fresnel*6.0 + specular * sunSpec.a, 0.0, 1.0); //clamp(fresnel*2.0 + specular * gl_LightSource[0].specular.a, 0.0, 1.0);
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#endif
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gl_FragData[0] = applyFogAtDist(gl_FragData[0], radialDepth, linearDepth, far);
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