Add some haze to the distance on water. (#3508)

* #3507 Add distance haze to water to get us closer to 6.6.17's appearance.
master
Jonathan "Geenz" Goodman 2025-02-06 02:44:16 -05:00 committed by GitHub
parent c0156eb1c7
commit 317cd6e66e
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GPG Key ID: B5690EEEBB952194
2 changed files with 43 additions and 23 deletions

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@ -789,9 +789,6 @@ void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv,
probeIndex[probeInfluences++] = 0;
doProbeSample(ambenv, glossenv, tc, pos, norm, glossiness, false, amblit);
// fudge factor to get PBR water at a similar luminance ot legacy water
glossenv *= 0.4;
}
void debugTapRefMap(vec3 pos, vec3 dir, float depth, int i, inout vec4 col)

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@ -25,6 +25,8 @@
// class3/environment/waterF.glsl
#define WATER_MINIMAL 1
out vec4 frag_color;
#ifdef HAS_SUN_SHADOW
@ -122,6 +124,9 @@ vec3 BlendNormal(vec3 bump1, vec3 bump2)
vec3 srgb_to_linear(vec3 col);
vec3 linear_to_srgb(vec3 col);
vec3 atmosLighting(vec3 light);
vec3 scaleSoftClip(vec3 light);
vec3 vN, vT, vB;
vec3 transform_normal(vec3 vNt)
@ -148,7 +153,7 @@ void generateWaveNormals(out vec3 wave1, out vec3 wave2, out vec3 wave3)
vec2 bigwave = vec2(refCoord.w, view.w);
vec3 wave1_a = texture(bumpMap, bigwave, -2).xyz * 2.0 - 1.0;
vec3 wave1_a = texture(bumpMap, bigwave).xyz * 2.0 - 1.0;
vec3 wave2_a = texture(bumpMap, littleWave.xy).xyz * 2.0 - 1.0;
vec3 wave3_a = texture(bumpMap, littleWave.zw).xyz * 2.0 - 1.0;
@ -183,6 +188,7 @@ void calculateFresnelFactors(out vec3 df3, out vec2 df2, vec3 viewVec, vec3 wave
void main()
{
mirrorClip(vary_position);
vN = vary_normal;
vT = vary_tangent;
vB = cross(vN, vT);
@ -202,6 +208,7 @@ void main()
generateWaveNormals(wave1, wave2, wave3);
float dmod = sqrt(dist);
vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
@ -216,7 +223,7 @@ void main()
vec3 up = transform_normal(vec3(0,0,1));
float vdu = -dot(viewVec, up)*2;
vec3 wave_ibl = wavef;
vec3 wave_ibl = wavef * normScale;
wave_ibl.z *= 2.0;
wave_ibl = transform_normal(normalize(wave_ibl));
@ -233,8 +240,6 @@ void main()
float dist2 = dist;
dist = max(dist, 5.0);
float dmod = sqrt(dist);
//figure out distortion vector (ripply)
vec2 distort2 = distort + waver.xy * refScale / max(dmod, 1.0) * 2;
@ -254,21 +259,27 @@ void main()
calcAtmosphericVarsLinear(pos.xyz, wavef, vary_light_dir, sunlit, amblit, additive, atten);
vec3 sunlit_linear = srgb_to_linear(sunlit);
float fade = 0;
#ifdef TRANSPARENT_WATER
float depth = texture(depthMap, distort2).r;
vec4 fb = texture(screenTex, distort2);
vec3 refPos = getPositionWithNDC(vec3(distort2*2.0-vec2(1.0), depth*2.0-1.0));
float depth = texture(depthMap, distort).r;
if (refPos.z > pos.z-0.05)
vec3 refPos = getPositionWithNDC(vec3(distort*2.0-vec2(1.0), depth*2.0-1.0));
// Calculate some distance fade in the water to better assist with refraction blending and reducing the refraction texture's "disconnect".
fade = max(0,min(1, (pos.z - refPos.z) / 10));
distort2 = mix(distort, distort2, min(1, fade * 10));
depth = texture(depthMap, distort2).r;
refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0));
if (pos.z < refPos.z - 0.05)
{
//we sampled an above water sample, don't distort
distort2 = distort;
fb = texture(screenTex, distort2);
depth = texture(depthMap, distort2).r;
refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0));
}
vec4 fb = texture(screenTex, distort2);
#else
vec4 fb = applyWaterFogViewLinear(viewVec*2048.0, vec4(1.0));
#endif
@ -280,13 +291,18 @@ void main()
vec3 irradiance = vec3(0);
vec3 radiance = vec3(0);
vec3 legacyenv = vec3(0);
// TODO: Make this an option.
#ifdef WATER_MINIMAL
sampleReflectionProbesWater(irradiance, radiance, distort2, pos.xyz, wave_ibl.xyz, gloss, amblit);
//sampleReflectionProbes(irradiance, radiance, distort2, pos.xyz, wave_ibl.xyz, 1, true, amblit);
//sampleReflectionProbesLegacy(irradiance, radiance, legacyenv, distort2, pos.xyz, wave_ibl.xyz, gloss, 1, false, amblit);
#elif WATER_MINIMAL_PLUS
sampleReflectionProbes(irradiance, radiance, distort2, pos.xyz, wave_ibl.xyz, 1, false, amblit);
#endif
vec3 diffuseColor = vec3(0);
vec3 specularColor = vec3(0);
calcDiffuseSpecular(vec3(1), metallic, diffuseColor, specularColor);
vec3 specular_linear = srgb_to_linear(specular);
calcDiffuseSpecular(specular_linear, metallic, diffuseColor, specularColor);
vec3 v = -normalize(pos.xyz);
@ -302,14 +318,21 @@ void main()
pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir), nl, diffPunc, specPunc);
vec3 punctual = clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)) * sunlit_linear * 2.75 * shadow;
vec3 punctual = clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)) * sunlit_linear * shadow;
vec3 color = vec3(0);
color = mix(fb.rgb, radiance * df2.y, df2.x * 0.99999) + punctual.rgb;
color = mix(fb.rgb, radiance * df2.x, df2.x * 0.99999) + punctual.rgb;
// This looks super janky, but we do this to restore water haze in the distance.
// These values were finagled in to try and bring back some of the distant brightening on legacy water. Also works reasonably well on PBR skies such as PBR midday.
color += color * min(vec3(4),pow(1 - atten, vec3(1.35)) * 16 * fade);
// We shorten the fade here at the shoreline so it doesn't appear too soft from a distance.
fade *= 60;
fade = min(1, fade);
color = mix(fb.rgb, color, fade);
float spec = min(max(max(punctual.r, punctual.g), punctual.b), 0.05);
frag_color = max(vec4(color.rgb, spec), vec4(0));
frag_color = min(vec4(1),max(vec4(color.rgb, spec), vec4(0)));
}