forked from mirror/openmw-tes3mp
fix water shader artifacts at shores
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566fa6c118
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16d9773c6c
2 changed files with 25 additions and 6 deletions
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@ -112,7 +112,7 @@ class ClipCullNode : public osg::Group
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}
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}
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// move the plane back along its normal a little bit to prevent bleeding at the water shore
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// move the plane back along its normal a little bit to prevent bleeding at the water shore
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const float clipFudge = -30;
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const float clipFudge = -5;
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modelViewMatrix->preMultTranslate(mCullPlane->getNormal() * clipFudge);
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modelViewMatrix->preMultTranslate(mCullPlane->getNormal() * clipFudge);
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cv->pushModelViewMatrix(modelViewMatrix, osg::Transform::RELATIVE_RF);
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cv->pushModelViewMatrix(modelViewMatrix, osg::Transform::RELATIVE_RF);
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@ -31,6 +31,8 @@ const vec3 SUN_EXT = vec3(0.45, 0.55, 0.68); //sunlight extinction
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const float SPEC_HARDNESS = 256.0; // specular highlights hardness
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const float SPEC_HARDNESS = 256.0; // specular highlights hardness
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const float REFLECTION_BUMP_SUPRESS_DEPTH = 150.0; // at what water depth bump map will be supressed for reflections (prevents artifacts at shores)
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const vec2 WIND_DIR = vec2(0.5f, -0.8f);
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const vec2 WIND_DIR = vec2(0.5f, -0.8f);
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const float WIND_SPEED = 0.2f;
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const float WIND_SPEED = 0.2f;
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@ -74,6 +76,13 @@ uniform float near;
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uniform float far;
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uniform float far;
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uniform vec3 nodePosition;
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uniform vec3 nodePosition;
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float transformDepth(float depth) // helper for transforming refraction depth
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{
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float z_n = 2.0 * depth - 1.0;
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depth = 2.0 * near * far / (far + near - z_n * (far - near));
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return depth - depthPassthrough;
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}
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void main(void)
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void main(void)
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{
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{
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vec3 worldPos = position.xyz + nodePosition.xyz;
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vec3 worldPos = position.xyz + nodePosition.xyz;
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@ -147,8 +156,12 @@ void main(void)
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fresnel = clamp(fresnel, 0.0, 1.0);
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fresnel = clamp(fresnel, 0.0, 1.0);
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float realWaterDepth = transformDepth(texture2D(refractionDepthMap, screenCoords).x);
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float shore = clamp(realWaterDepth / REFLECTION_BUMP_SUPRESS_DEPTH,0,1);
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// reflection
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// reflection
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vec3 reflection = texture2D(reflectionMap, screenCoords+(normal.xy*REFL_BUMP)).rgb;
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vec3 reflection = texture2D(reflectionMap, screenCoords+(normal.xy*REFL_BUMP*shore)).rgb;
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// refraction
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// refraction
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#if REFRACTION
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#if REFRACTION
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@ -165,10 +178,7 @@ void main(void)
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vec3 waterColor = WATER_COLOR;
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vec3 waterColor = WATER_COLOR;
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waterColor = waterColor * length(gl_LightModel.ambient.xyz);
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waterColor = waterColor * length(gl_LightModel.ambient.xyz);
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#if REFRACTION
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#if REFRACTION
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float refractionDepth = texture2D(refractionDepthMap, screenCoords-(normal.xy*REFR_BUMP)).x;
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float refractionDepth = transformDepth(texture2D(refractionDepthMap, screenCoords-(normal.xy*REFR_BUMP)).x);
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float z_n = 2.0 * refractionDepth - 1.0;
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refractionDepth = 2.0 * near * far / (far + near - z_n * (far - near));
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float waterDepth = refractionDepth - depthPassthrough;
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float waterDepth = refractionDepth - depthPassthrough;
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if (cameraPos.z > 0.0)
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if (cameraPos.z > 0.0)
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@ -185,6 +195,15 @@ void main(void)
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#if REFRACTION
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#if REFRACTION
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gl_FragData[0].w = 1.0;
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gl_FragData[0].w = 1.0;
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/*float nonRefractionDepth = texture2D(refractionDepthMap, screenCoords).x;
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z_n = 2.0 * nonRefractionDepth - 1.0;
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nonRefractionDepth = 2.0 * near * far / (far + near - z_n * (far - near));
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float realWaterDepth = nonRefractionDepth - depthPassthrough;
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*/
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//gl_FragData[0] = vec4(refractionSuppressor,0,0,0);
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#else
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#else
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gl_FragData[0].w = clamp(fresnel*2.0 + specular, 0.0, 1.0);
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gl_FragData[0].w = clamp(fresnel*2.0 + specular, 0.0, 1.0);
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#endif
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#endif
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