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@ -153,8 +153,8 @@ void main(void)
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// while avoiding oddities when the water plane is close to the clipping plane
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#if @reverseZ
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radialise = radialDepth / linearDepth;
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#else
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radialise = mix(1.0, radialDepth / linearDepth, clamp(max(abs(cameraPos.z) - 14.0, 0.0) / 135.0, 0.0, 1.0));
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#else
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radialise = mix(1.0, radialDepth / linearDepth, clamp(max(abs(cameraPos.z) - 15.0, 0.0) / 30.0, 0.0, 1.0));
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#endif
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#else
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float radialDepth = 0.0;
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@ -199,7 +199,7 @@ void main(void)
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else
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{
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depthCorrection = sqrt(1.0 + 4.0 * DEPTH_FADE * DEPTH_FADE);
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refraction = mix(refraction, waterColor, clamp(DEPTH_FADE * DEPTH_FADE / (-0.5 * depthCorrection + 0.5 - waterDepthDistorted / VISIBILITY) + 0.5 * depthCorrection + 0.5, 0.0, 1.0));
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refraction = mix(refraction, waterColor, clamp(DEPTH_FADE * DEPTH_FADE / (-0.5 * depthCorrection + 0.5 - waterDepthDistorted / VISIBILITY) + 0.5 * depthCorrection + 0.5, 0.0, 1.0));
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}
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// sunlight scattering
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