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047992e61a
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@ -169,7 +169,8 @@ void main()
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float distoFactor = clamp(waterDepth2/3.0,0.0,7.0);
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#else
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float distoFactor = clamp((waterDepth/v.y)/4.0,0.0,7.0);
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float perceivedDepth = waterDepth / (v.y*v.y);
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float distoFactor = clamp(perceivedDepth/4.0,0.0,7.0);
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#endif
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fresnel = pow(1.05 - ndotv, 1.3333); // approximation. I'm using 1.05 and not 1.0 because it causes artifacts, see #1714
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@ -205,7 +206,6 @@ void main()
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#else
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refrCoords = clamp( (0.5*gl_TexCoord[2].xy - n.xz * distoFactor) / gl_TexCoord[2].w + 0.5,0.0,1.0); // Unbias texture coords
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// cleverly get the perceived depth based on camera tilting (if horizontal, it's likely we will have more water to look at).
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float perceivedDepth = waterDepth / (v.y*v.y);
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vec3 refColor = texture2D(refractionMap, refrCoords).rgb;
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float luminance = (1.0 - clamp((perceivedDepth/mix(300.0,1.0, pow(murkiness,0.2) )), 0.0, 1.0));
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float colorExtinction = clamp(perceivedDepth*murkiness/5.0,0.0,1.0);
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