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@ -31,7 +31,7 @@ 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 REFLECTION_BUMP_SUPPRESS_DEPTH = 150; // at what water depth bump map will be supressed for reflections (prevents artifacts at shores)
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const float REFLECTION_BUMP_SUPPRESS_DEPTH = 0.03; // 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 float WIND_SPEED = 0.2f;
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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 water depth
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float linearizeDepth(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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@ -157,12 +157,11 @@ 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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float realWaterDepth = linearizeDepth(texture2D(refractionDepthMap, screenCoords).x);
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float shore = clamp(realWaterDepth / (REFLECTION_BUMP_SUPPRESS_DEPTH * (far - near)),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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@ -181,8 +180,7 @@ void main(void)
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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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float waterDepth = linearizeDepth(texture2D(refractionDepthMap, screenCoords-(normal.xy*REFR_BUMP)).x);
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if (cameraPos.z > 0.0)
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refraction = mix(refraction, waterColor, clamp(waterDepth/VISIBILITY, 0.0, 1.0));
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@ -200,5 +198,5 @@ void main(void)
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gl_FragData[0].w = 1.0;
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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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#endif
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#endi
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}
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