Limit influence of refraction scale to avoid pulling in lots of background 'deep blue' pixels never written in the distortion map pass.
meow-7.2.2
Graham Linden 2019-04-23 15:12:49 -07:00
parent a685e024a6
commit 3c13779e67
1 changed files with 5 additions and 4 deletions

View File

@ -144,13 +144,14 @@ void main()
refcol = mix(baseCol*df2, refcol, dweight);
//figure out distortion vector (ripply)
vec2 distort2 = distort+wavef.xy*refScale * 0.33/max(dmod*df1, 1.0);
vec2 distort2 = distort+wavef.xy*(refScale * 0.01)/max(dmod*df1, 1.0);
vec4 fb = texture2D(screenTex, distort2);
//mix with reflection
// Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug
color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
color.rgb = fb.rgb;
color.rgb += refcol.rgb * df1;
vec4 pos = vary_position;
vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);