SL-10946
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
parent
a685e024a6
commit
3c13779e67
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@ -144,13 +144,14 @@ void main()
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refcol = mix(baseCol*df2, refcol, dweight);
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//figure out distortion vector (ripply)
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vec2 distort2 = distort+wavef.xy*refScale * 0.33/max(dmod*df1, 1.0);
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vec2 distort2 = distort+wavef.xy*(refScale * 0.01)/max(dmod*df1, 1.0);
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vec4 fb = texture2D(screenTex, distort2);
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//mix with reflection
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// Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug
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color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
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color.rgb = fb.rgb;
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color.rgb += refcol.rgb * df1;
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vec4 pos = vary_position;
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vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
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