Improve water rendering, partly based on a patch by aeonios, including:

-increase the size of the refraction and reflection texture
-blur the refraction map depending on depth

Fixes #3781

This was SVN commit r18443.
This commit is contained in:
wraitii 2016-06-26 16:54:58 +00:00
parent a4a45e4dc4
commit ead8436b3d
4 changed files with 98 additions and 148 deletions

View File

@ -127,19 +127,13 @@ vec3 get_fog(vec3 color)
}
void main()
{
//gl_FragColor = texture2D(waterEffectsTex, gl_FragCoord.xy/screenSize);
//return;
{
float fresnel;
float t; // Temporary variable
vec2 reflCoords, refrCoords;
vec3 reflColor, refrColor, specular;
float losMod;
float losMod, reflMod;
vec3 l = -sunDir;
vec3 v = normalize(cameraPos - worldPos);
vec3 h = normalize(l + v);
// Calculate water normals.
@ -147,16 +141,11 @@ void main()
float baseScale = waveParams1.g;
float flattenism = waveParams1.b;
float baseBump = waveParams1.a;
float smallIntensity = waveParams2.r;
float smallBase = waveParams2.g;
float BigMovement = waveParams2.b;
float SmallMovement = waveParams2.a;
float moddedTime = mod(time * 60.0, 8.0) / 8.0;
// This method uses 60 animated water frames. We're blending between each two frames
// TODO: could probably have fewer frames thanks to this blending.
// Scale the normal textures by waviness so that big waviness means bigger waves.
vec3 ww1 = texture2D(normalMap, (normalCoords.st + normalCoords.zw * BigMovement*waviness/10.0) * (baseScale - waviness/wavyEffect)).xzy;
vec3 ww2 = texture2D(normalMap2, (normalCoords.st + normalCoords.zw * BigMovement*waviness/10.0) * (baseScale - waviness/wavyEffect)).xzy;
@ -166,40 +155,31 @@ void main()
ww1.z = wwInterp.x * WindCosSin.y + wwInterp.z * WindCosSin.x;
ww1.y = wwInterp.y;
vec3 smallWW = texture2D(normalMap, (normalCoords.st + normalCoords.zw * SmallMovement*waviness/10.0) * baseScale*3.0).xzy;
vec3 smallWW2 = texture2D(normalMap2, (normalCoords.st + normalCoords.zw * SmallMovement*waviness/10.0) * baseScale*3.0).xzy;
vec3 smallWWInterp = mix(smallWW, smallWW2, moddedTime) - vec3(0.5,0.0,0.5);
smallWW.x = smallWWInterp.x * WindCosSin.x - smallWWInterp.z * WindCosSin.y;
smallWW.z = smallWWInterp.x * WindCosSin.y + smallWWInterp.z * WindCosSin.x;
smallWW.y = smallWWInterp.y;
ww1 += vec3(smallWW)*(fwaviness/10.0*smallIntensity + smallBase);
ww1 = mix(smallWW, ww1, waterInfo.r);
// Flatten them based on waviness.
vec3 n = normalize(mix(vec3(0.0,1.0,0.0),ww1, clamp(baseBump + fwaviness/flattenism,0.0,1.0)));
vec3 n = normalize(mix(vec3(0.0,1.0,0.0), ww1, clamp(baseBump + fwaviness/flattenism,0.0,1.0)));
#if USE_FANCY_EFFECTS
vec4 fancyeffects = texture2D(waterEffectsTexNorm, gl_FragCoord.xy/screenSize);
n = mix(vec3(0.0,1.0,0.0), n,0.5 + waterInfo.r/2.0);
n.xz = mix(n.xz, fancyeffects.rb,fancyeffects.a/2.0);
#else
n = mix(vec3(0.0,1.0,0.0), n,0.5 + waterInfo.r/2.0);
n = mix(vec3(0.0,1.0,0.0), n, 0.5 + waterInfo.r/2.0);
#endif
n = vec3(-n.x,n.y,-n.z);
n = vec3(-n.x,n.y,-n.z); // The final wave normal vector.
// simulates how parallel the "point->sun", "view->point" vectors are.
float ndoth = dot(n , h);
// how perpendicular to the normal our view is. Used for fresnel.
// How perpendicular to the normal our view is. Used for fresnel.
float ndotv = clamp(dot(n, v),0.0,1.0);
// diffuse lighting-like. used for shadows?
float ndotl = (dot(n, l) + 1.0)/2.0;
// Fresnel for "how much reflection vs how much refraction".
fresnel = clamp(((pow(1.1 - ndotv, 2.0)) * 1.5), 0.1, 0.75); // Approximation. I'm using 1.1 and not 1.0 because it causes artifacts, see #1714
// Specular lighting vectors
vec3 specVector = reflect(sunDir, ww1);
float specIntensity = pow(dot(specVector, v), 100.0);
specular = specIntensity*1.2 * mix(vec3(1.5), sunColor,0.5);
float depth;
#if USE_REAL_DEPTH
// Don't change these two. They should match the values in the config (TODO: dec uniforms).
@ -238,124 +218,108 @@ void main()
depth = max(depth,fancyeffects.a);
#endif
// Fresnel for "how much reflection vs how much refraction".
// Since we're not trying to simulate a realistic ocean 100%, aim for something that gives a little too much reflection
// because we're not used to seeing the see from above.
fresnel = clamp(pow(1.05 - ndotv, 1.1),0.0,0.8); // approximation. I'm using 1.05 and not 1.0 because it causes artifacts, see #1714
// multiply by v.y so that in the distance refraction wins.
// TODO: this is a hack because reflections don't work in the distance.
fresnel = clamp(fresnel*1.5,0.0,0.9);
fresnel *= min(1.0,log(1.0 + v.y*5.0));
//gl_FragColor = vec4(fresnel,fresnel,fresnel,1.0);
//return;
#if USE_SHADOWS_ON_WATER && USE_SHADOW
float shadow = get_shadow(vec4(v_shadow.xy, v_shadow.zw));
#endif
// for refraction, we want to adjust the value by v.y slightly otherwise it gets too different between "from above" and "from the sides".
// And it looks weird (again, we are not used to seeing water from above).
float fixedVy = max(v.y,0.1);
float distoFactor = clamp(depth/2.0,0.0,7.0);
float fixedVy = max(v.y,0.01);
float murky = mix(200.0,0.1,pow(murkiness,0.25));
#if USE_REFRACTION
refrCoords = clamp( (0.5*refractionCoords.xy - n.xz * distoFactor*7.0) / refractionCoords.z + 0.5,0.0,1.0); // Unbias texture coords
// distoFactor controls the amount of distortion relative to wave normals.
float distoFactor = 0.5 + clamp(depth/2.0,0.0,7.0);
// Distort the texture coords under where the water is to simulate refraction.
refrCoords = (0.5 * refractionCoords.xy - n.xz * distoFactor) / refractionCoords.z + 0.5;
vec3 refColor = texture2D(refractionMap, refrCoords).rgb;
if (refColor.r > refColor.g + refColor.b + 0.25)
// Note, the refraction map is cleared using (255, 0, 0), so pixels outside of the water plane are pure red.
// If we get a pure red fragment, use an undistorted/less distorted coord instead.
if (refColor.r > 0.999 && refColor.g < 0.001)
{
refrCoords = clamp( (0.5*refractionCoords.xy + n.xz) / refractionCoords.z + 0.5,0.0,1.0); // Unbias texture coords
refrCoords = (0.5*refractionCoords.xy) / refractionCoords.z + 0.5;
refColor = texture2D(refractionMap, refrCoords).rgb;
if (refColor.r > 0.999 && refColor.g < 0.001)
fresnel = 1.0;
}
else
{
// blur the refraction map, distoring using n so that it looks more random than it really is
// and thus looks much better.
float blur = (0.3+clamp(n.x,-0.1,0.1))/refractionCoords.z;
vec3 blurColor = texture2D(refractionMap, refrCoords + vec2(blur+n.x, blur+n.z)).rgb;
blurColor += texture2D(refractionMap, refrCoords + vec2(-blur, blur+n.z)).rgb;
blurColor += texture2D(refractionMap, refrCoords + vec2(-blur, -blur+n.x)).rgb;
blurColor += texture2D(refractionMap, refrCoords + vec2(blur+n.z, -blur)).rgb;
blurColor /= 4.0;
float blurFactor = (distoFactor/7.0);
refColor = (refColor + blurColor * blurFactor) / (1.0+blurFactor);
}
// TODO: make murkiness (both types rematter on that.
// linearly extinct the water. This is how quickly we see nothing but the pure water color
// Apply water tint and murk color.
float extFact = max(0.0,1.0 - (depth*fixedVy/murky));
// This is how tinted the water is, ie how quickly the refracted floor takes the tint of the water
float ColextFact = max(0.0,1.0 - (depth*fixedVy/murky));
vec3 colll = mix(refColor*tint,refColor,ColextFact);
#if USE_SHADOWS_ON_WATER && USE_SHADOW
// TODO:
refrColor = mix(color, colll, extFact);
#else
// Apply water tint and murk color only.
float extFact = max(0.0,1.0 - (depth*fixedVy/murky));
float ColextFact = max(0.0,1.0 - (depth*fixedVy/murky));
vec3 colll = mix(color*tint,color,ColextFact);
refrColor = mix(color, colll, extFact);
#endif
#else
// linearly extinct the water. This is how quickly we see nothing but the pure water color
float extFact = max(0.0,1.0 - (depth*fixedVy/20.0));
// using both those factors, get our transparency.
// This will be our base transparency on top.
float base = 0.4 + depth*fixedVy/15.0; // TODO: murkiness.
float alphaCoeff = mix(1.0, base, extFact);
refrColor = color;
#endif
#if USE_REFLECTION
// Reflections
// we use real reflections against th skybox, and distort a texture of objects closer.
// We use real reflections against the skybox, and distort a texture of objects closer.
vec3 eye = reflect(v,n);
//eye.y = min(-0.2,eye.y);
// let's calculate where we intersect with the skycube.
Ray myRay = Ray(vec3(worldPos.x/4.0,worldPos.y,worldPos.z/4.0),eye);
vec3 start = vec3(-1500.0 + mapSize/2.0,-100.0,-1500.0 + mapSize/2.0);
vec3 end = vec3(1500.0 + mapSize/2.0,500.0,1500.0 + mapSize/2.0);
float tmin = IntersectBox(myRay,start,end);
vec4 newpos = vec4(-worldPos.x/4.0,worldPos.y,-worldPos.z/4.0,1.0) + vec4(eye * tmin,0.0) - vec4(-mapSize/2.0,worldPos.y,-mapSize/2.0,0.0);
//newpos = normalize(newpos);
newpos *= skyBoxRot;
newpos.y *= 4.0;
reflColor = textureCube(skyCube, newpos.rgb).rgb;
// Reflections appear more distorted when viewed from a lower angle. Simulate this.
float angleEffect = clamp(1.3 - dot(vec3(0.0,1.0,0.0), v),0.0,1.0);
reflCoords = clamp( (0.5*reflectionCoords.xy - 40.0 * n.zx * angleEffect) / reflectionCoords.z + 0.5,0.0,1.0); // Unbias texture coords
float refVY = clamp(v.y*2.0,0.05,1.0);
// Distort the reflection coords based on waves.
reflCoords = (0.5*reflectionCoords.xy - 15.0 * n.zx / refVY) / reflectionCoords.z + 0.5;
vec4 refTex = texture2D(reflectionMap, reflCoords);
fresnel = clamp(fresnel+refTex.a/3.0,0.0,1.0);
reflColor = refTex.rgb * refTex.a + reflColor*(1.0-refTex.a);
reflColor = refTex.rgb;
if (refTex.a < 0.99)
{
// Calculate where we intersect with the skycube.
Ray myRay = Ray(vec3(worldPos.x/4.0,worldPos.y,worldPos.z/4.0),eye);
vec3 start = vec3(-1500.0 + mapSize/2.0,-100.0,-1500.0 + mapSize/2.0);
vec3 end = vec3(1500.0 + mapSize/2.0,500.0,1500.0 + mapSize/2.0);
float tmin = IntersectBox(myRay,start,end);
vec4 newpos = vec4(-worldPos.x/4.0,worldPos.y,-worldPos.z/4.0,1.0) + vec4(eye * tmin,0.0) - vec4(-mapSize/2.0,worldPos.y,-mapSize/2.0,0.0);
newpos *= skyBoxRot;
newpos.y *= 4.0;
// Interpolate between the sky color and nearby objects.
reflColor = mix(textureCube(skyCube, newpos.rgb).rgb, refTex.rgb, refTex.a);
}
// reflMod is used to reduce the intensity of sky reflections, which otherwise are too extreme.
reflMod = max(refTex.a, 0.75);
#else
// Temp fix for some ATI cards (see irc logs on th 1st of august betwee, fexor and wraitii)
//reflCoords = clamp( (0.5*reflectionCoords.xy - waviness * mix(1.0, 20.0,waviness/10.0) * n.zx) / reflectionCoords.z + 0.5,0.0,1.0); // Unbias texture coords
//vec3 refTex = texture2D(reflectionMap, reflCoords).rgb;
//reflColor = refTex.rgb;
reflColor = vec3(0.15, 0.7, 0.82);
#endif
// TODO: At very low angles the reflection stuff doesn't really work any more:
// IRL you would get a blur of the sky, but we don't have that precision (would require mad oversampling)
// So tend towards a predefined color (per-map) which looks like what the skybox would look like if you really blurred it.
// The TODO here would be to precompute a band (1x32?) that represents the average color around the map.
// TODO: another issue is that at high distances (half map) the texture blurs into flatness. Using better mipmaps won't really solve it
// So we'll need to stop showing reflections and default to sky color there too.
// Unless maybe waviness is so low that you would see like in a mirror anyways.
//float disttt = distance(worldPos,cameraPos);
//reflColor = mix(vec3(0.5,0.5,0.55), reflColor, clamp(1.0-disttt/600.0*disttt/600.0,0.0,1.0));//clamp(-0.05 + v.y*20.0,0.0,1.0));
// Specular.
specular = pow(ndoth, mix(5.0,2000.0, clamp(v.y*v.y*2.0,0.0,1.0)))*sunColor * 1.5;// * sunColor * 1.5 * ww.r;
losMod = texture2D(losMap, losCoords.st).a;
losMod = losMod < 0.03 ? 0.0 : losMod;
float wavesFresnel = 1.0;
#if USE_FANCY_EFFECTS
wavesFresnel = mix(1.0-fancyeffects.a,1.0,clamp(depth,0.0,1.0));
#endif
vec3 color;
#if USE_SHADOWS_ON_WATER && USE_SHADOW
float fresShadow = mix(fresnel, fresnel*shadow, 0.05 + murkiness*0.2);
color = mix(refrColor, reflColor, fresShadow * wavesFresnel);
color = mix(refrColor, reflColor, fresShadow);
#else
color = mix(refrColor, reflColor, fresnel * wavesFresnel);
color = mix(refrColor, reflColor, fresnel * reflMod);
#endif
#if USE_SHADOWS_ON_WATER && USE_SHADOW
color += shadow*specular;
#else
@ -373,26 +337,22 @@ void main()
foaminterp *= mix(foam3, foam4, moddedTime);
foam1.x = foaminterp.x * WindCosSin.x - foaminterp.z * WindCosSin.y;
//foam1.z = foaminterp.x * WindCosSin.y + foaminterp.z * WindCosSin.x;
//foam1.y = foaminterp.y;
float foam = FoamEffects.r * FoamEffects.a*0.4 + pow(foam1.x*(5.0+waviness),(2.6 - waviness/5.5));
foam *= ndotl;
gl_FragColor.rgb = get_fog(color) * losMod + foam * losMod;// + fancyeffects.a * losMod;
float foam = FoamEffects.r * FoamEffects.a*0.4 + pow(foam1.x*(5.0+waviness),(2.6 - waviness/5.5));
gl_FragColor.rgb = get_fog(color) * losMod + foam * losMod;
#else
gl_FragColor.rgb = get_fog(color) * losMod;
#endif
gl_FragColor.a = 1.0;
#if !USE_REFRACTION
gl_FragColor.a = clamp(depth*2.0,0.0,1.0) * alphaCoeff;
#else
gl_FragColor.a = clamp(depth*5.0,0.0,1.0);
gl_FragColor.a = 1.1-extFact;
#endif
#if USE_FANCY_EFFECTS
if (fancyeffects.a < 0.05 && waterDepth < -1.0 )
gl_FragColor.a = 0.0;
#endif
//gl_FragColor = vec4(sunColor,1.0);
}

View File

@ -1119,8 +1119,8 @@ void CRenderer::ComputeReflectionCamera(CCamera& camera, const CBoundingBoxAlign
camera.ClipFrustum(CVector4D(0, 1, 0, -wm.m_WaterHeight));
SViewPort vp;
vp.m_Height = wm.m_ReflectionTextureSize;
vp.m_Width = wm.m_ReflectionTextureSize;
vp.m_Height = wm.m_RefTextureSize;
vp.m_Width = wm.m_RefTextureSize;
vp.m_X = 0;
vp.m_Y = 0;
camera.SetViewPort(vp);
@ -1155,8 +1155,8 @@ void CRenderer::ComputeRefractionCamera(CCamera& camera, const CBoundingBoxAlign
camera.ClipFrustum(CVector4D(0, -1, 0, wm.m_WaterHeight + 0.5f)); // add some to avoid artifacts near steep shores.
SViewPort vp;
vp.m_Height = wm.m_RefractionTextureSize;
vp.m_Width = wm.m_RefractionTextureSize;
vp.m_Height = wm.m_RefTextureSize;
vp.m_Width = wm.m_RefTextureSize;
vp.m_X = 0;
vp.m_Y = 0;
camera.SetViewPort(vp);
@ -1188,8 +1188,8 @@ void CRenderer::RenderReflections(const CShaderDefines& context, const CBounding
// Save the model-view-projection matrix so the shaders can use it for projective texturing
wm.m_ReflectionMatrix = m_ViewCamera.GetViewProjection();
float vpHeight = wm.m_ReflectionTextureSize;
float vpWidth = wm.m_ReflectionTextureSize;
float vpHeight = wm.m_RefTextureSize;
float vpWidth = wm.m_RefTextureSize;
SScreenRect screenScissor;
screenScissor.x1 = (GLint)floor((scissor[0].X*0.5f+0.5f)*vpWidth);
@ -1271,8 +1271,8 @@ void CRenderer::RenderRefractions(const CShaderDefines& context, const CBounding
// Save the model-view-projection matrix so the shaders can use it for projective texturing
wm.m_RefractionMatrix = m_ViewCamera.GetViewProjection();
float vpHeight = wm.m_RefractionTextureSize;
float vpWidth = wm.m_RefractionTextureSize;
float vpHeight = wm.m_RefTextureSize;
float vpWidth = wm.m_RefTextureSize;
SScreenRect screenScissor;
screenScissor.x1 = (GLint)floor((scissor[0].X*0.5f+0.5f)*vpWidth);

View File

@ -91,8 +91,7 @@ WaterManager::WaterManager()
m_ReflectionTexture = 0;
m_RefractionTexture = 0;
m_ReflectionTextureSize = 0;
m_RefractionTextureSize = 0;
m_RefTextureSize = 0;
m_ReflectionFbo = 0;
m_RefractionFbo = 0;
@ -236,18 +235,10 @@ int WaterManager::LoadWaterTextures()
m_FoamTex = texture;
}
m_ReflectionTextureSize = g_Renderer.GetHeight() * 0.66; // Higher settings give a better result
m_RefractionTextureSize = g_Renderer.GetHeight() * 0.33; // Lower settings actually sorta look better since it blurs.
// Use screen-sized textures for minimum artifacts.
m_RefTextureSize = g_Renderer.GetHeight();
if (round_down_to_pow2(m_ReflectionTextureSize)/m_ReflectionTextureSize < 0.65)
m_ReflectionTextureSize = round_up_to_pow2(m_ReflectionTextureSize);
else
m_ReflectionTextureSize = round_down_to_pow2(m_ReflectionTextureSize);
if (round_down_to_pow2(m_RefractionTextureSize)/m_RefractionTextureSize < 0.7)
m_RefractionTextureSize = round_up_to_pow2(m_RefractionTextureSize);
else
m_RefractionTextureSize = round_down_to_pow2(m_RefractionTextureSize);
m_RefTextureSize = round_up_to_pow2(m_RefTextureSize);
// Create reflection texture
glGenTextures(1, &m_ReflectionTexture);
@ -256,7 +247,7 @@ int WaterManager::LoadWaterTextures()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)m_ReflectionTextureSize, (GLsizei)m_ReflectionTextureSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)m_RefTextureSize, (GLsizei)m_RefTextureSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
// Create refraction texture
glGenTextures(1, &m_RefractionTexture);
@ -265,7 +256,7 @@ int WaterManager::LoadWaterTextures()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, (GLsizei)m_RefractionTextureSize, (GLsizei)m_RefractionTextureSize, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, (GLsizei)m_RefTextureSize, (GLsizei)m_RefTextureSize, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
// Create depth textures
glGenTextures(1, &m_ReflFboDepthTexture);
@ -274,7 +265,7 @@ int WaterManager::LoadWaterTextures()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, (GLsizei)m_ReflectionTextureSize, (GLsizei)m_ReflectionTextureSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL);
glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, (GLsizei)m_RefTextureSize, (GLsizei)m_RefTextureSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL);
glGenTextures(1, &m_RefrFboDepthTexture);
glBindTexture(GL_TEXTURE_2D, m_RefrFboDepthTexture);
@ -282,7 +273,7 @@ int WaterManager::LoadWaterTextures()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, (GLsizei)m_RefractionTextureSize, (GLsizei)m_RefractionTextureSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL);
glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, (GLsizei)m_RefTextureSize, (GLsizei)m_RefTextureSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL);
// Create the Fancy Effects texture
glGenTextures(1, &m_FancyTextureNormal);

View File

@ -103,8 +103,7 @@ public:
// Reflection and refraction textures for fancy water
GLuint m_ReflectionTexture;
GLuint m_RefractionTexture;
size_t m_ReflectionTextureSize;
size_t m_RefractionTextureSize;
size_t m_RefTextureSize;
// framebuffer objects
GLuint m_RefractionFbo;