add bit to suppress coastline artifacts at more of a distance

pull/3057/head
wareya 4 years ago
parent bf336e4cb4
commit 1a4e9df707

@ -34,6 +34,7 @@ const vec3 SUN_EXT = vec3(0.45, 0.55, 0.68); //sunlight extinction
const float SPEC_HARDNESS = 256.0; // specular highlights hardness
const float BUMP_SUPPRESS_DEPTH = 300.0; // at what water depth bumpmap will be suppressed for reflections and refractions (prevents artifacts at shores)
const float BUMP_SUPPRESS_DEPTH_SS = 1000.0; // modifier using screenspace depth (helps prevent same artifacts but at higher distances)
const vec2 WIND_DIR = vec2(0.5f, -0.8f);
const float WIND_SPEED = 0.2f;
@ -218,7 +219,10 @@ void main(void)
float depthSampleDistorted = linearizeDepth(texture2D(refractionDepthMap,screenCoords-screenCoordsOffset).x) * radialise;
float surfaceDepth = linearizeDepth(gl_FragCoord.z) * radialise;
float realWaterDepth = depthSample - surfaceDepth; // undistorted water depth in view direction, independent of frustum
screenCoordsOffset *= clamp(realWaterDepth / BUMP_SUPPRESS_DEPTH,0,1);
screenCoordsOffset *= clamp(
realWaterDepth / (BUMP_SUPPRESS_DEPTH
* max(1, depthSample / BUMP_SUPPRESS_DEPTH_SS)) // suppress more at distance
,0 ,1);
#endif
// reflection
vec3 reflection = texture2D(reflectionMap, screenCoords + screenCoordsOffset).rgb;

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