forked from mirror/openmw-tes3mp
fix depth computation in water shader
This commit is contained in:
parent
8df79625e8
commit
f274bc84cc
1 changed files with 6 additions and 8 deletions
|
@ -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
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue