forked from mirror/openmw-tes3mp
fix water shader
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2 changed files with 8 additions and 5 deletions
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@ -112,7 +112,7 @@ class ClipCullNode : public osg::Group
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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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const float clipFudge = -5;
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const float clipFudge = -6;
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modelViewMatrix->preMultTranslate(mCullPlane->getNormal() * clipFudge);
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cv->pushModelViewMatrix(modelViewMatrix, osg::Transform::RELATIVE_RF);
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@ -76,7 +76,7 @@ uniform float near;
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uniform float far;
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uniform vec3 nodePosition;
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float transformDepth(float depth) // helper for transforming refraction depth
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float transformDepth(float depth) // helper for transforming water 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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@ -156,27 +156,30 @@ void main(void)
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fresnel = clamp(fresnel, 0.0, 1.0);
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#if REFRACTION
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float realWaterDepth = transformDepth(texture2D(refractionDepthMap, screenCoords).x);
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float shore = clamp(realWaterDepth / REFLECTION_BUMP_SUPPRESS_DEPTH,0,1);
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#else
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float shore = 1.0;
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#endif
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// reflection
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vec3 reflection = texture2D(reflectionMap, screenCoords+(normal.xy*REFL_BUMP*shore)).rgb;
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// refraction
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#if REFRACTION
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vec3 refraction = texture2D(refractionMap, screenCoords-(normal.xy*REFR_BUMP)).rgb;
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vec3 refraction = texture2D(refractionMap, screenCoords-(normal.xy*REFR_BUMP*shore)).rgb;
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// brighten up the refraction underwater
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refraction = (cameraPos.z < 0.0) ? clamp(refraction * 1.5, 0.0, 1.0) : refraction;
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#endif
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// specular
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vec3 R = reflect(vVec, normal);
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float specular = pow(max(dot(R, lVec), 0.0),SPEC_HARDNESS) * shadow;
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vec3 waterColor = WATER_COLOR;
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waterColor = waterColor * length(gl_LightModel.ambient.xyz);
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#if REFRACTION
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float refractionDepth = transformDepth(texture2D(refractionDepthMap, screenCoords-(normal.xy*REFR_BUMP)).x);
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float waterDepth = refractionDepth - depthPassthrough;
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