From f274bc84cc16fd3f7e8519421a3807751c6b8a11 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Miloslav=20=C4=8C=C3=AD=C5=BE?= Date: Fri, 22 Sep 2017 21:03:09 +0200 Subject: [PATCH] fix depth computation in water shader --- files/shaders/water_fragment.glsl | 14 ++++++-------- 1 file changed, 6 insertions(+), 8 deletions(-) diff --git a/files/shaders/water_fragment.glsl b/files/shaders/water_fragment.glsl index bb56e95c6c..88ca33335e 100644 --- a/files/shaders/water_fragment.glsl +++ b/files/shaders/water_fragment.glsl @@ -31,7 +31,7 @@ const vec3 SUN_EXT = vec3(0.45, 0.55, 0.68); //sunlight extinction const float SPEC_HARDNESS = 256.0; // specular highlights hardness -const float REFLECTION_BUMP_SUPPRESS_DEPTH = 150; // at what water depth bump map will be supressed for reflections (prevents artifacts at shores) +const float REFLECTION_BUMP_SUPPRESS_DEPTH = 0.03; // at what water depth bump map will be supressed for reflections (prevents artifacts at shores) const vec2 WIND_DIR = vec2(0.5f, -0.8f); const float WIND_SPEED = 0.2f; @@ -76,7 +76,7 @@ uniform float near; uniform float far; uniform vec3 nodePosition; -float transformDepth(float depth) // helper for transforming water depth +float linearizeDepth(float depth) // helper for transforming water depth { float z_n = 2.0 * depth - 1.0; depth = 2.0 * near * far / (far + near - z_n * (far - near)); @@ -157,12 +157,11 @@ void main(void) fresnel = clamp(fresnel, 0.0, 1.0); #if REFRACTION - float realWaterDepth = transformDepth(texture2D(refractionDepthMap, screenCoords).x); - float shore = clamp(realWaterDepth / REFLECTION_BUMP_SUPPRESS_DEPTH,0,1); + float realWaterDepth = linearizeDepth(texture2D(refractionDepthMap, screenCoords).x); + float shore = clamp(realWaterDepth / (REFLECTION_BUMP_SUPPRESS_DEPTH * (far - near)),0,1); #else float shore = 1.0; #endif - // reflection vec3 reflection = texture2D(reflectionMap, screenCoords+(normal.xy*REFL_BUMP*shore)).rgb; @@ -181,8 +180,7 @@ void main(void) waterColor = waterColor * length(gl_LightModel.ambient.xyz); #if REFRACTION - float refractionDepth = transformDepth(texture2D(refractionDepthMap, screenCoords-(normal.xy*REFR_BUMP)).x); - float waterDepth = refractionDepth - depthPassthrough; + float waterDepth = linearizeDepth(texture2D(refractionDepthMap, screenCoords-(normal.xy*REFR_BUMP)).x); if (cameraPos.z > 0.0) refraction = mix(refraction, waterColor, clamp(waterDepth/VISIBILITY, 0.0, 1.0)); @@ -200,5 +198,5 @@ void main(void) gl_FragData[0].w = 1.0; #else gl_FragData[0].w = clamp(fresnel*2.0 + specular, 0.0, 1.0); -#endif +#endi }