Reduce range of radial fade with disabled reverse Z

depth-refraction
Qlonever 1 year ago committed by elsid
parent 3391083795
commit be10e0f85d
No known key found for this signature in database
GPG Key ID: 4DE04C198CBA7625

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

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