SL-18779 Fix for water fog staying bright when sun is dark.

meow-7.2.2
Dave Parks 2022-12-19 15:27:43 -06:00
parent 2de9e631d9
commit 40799b97c1
3 changed files with 20 additions and 14 deletions

View File

@ -72,7 +72,7 @@ vec4 applyWaterFogView(vec3 pos, vec4 color)
return color;
}
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color)
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit)
{
if (dot(pos, waterPlane.xyz) + waterPlane.w > 0.0)
{
@ -101,6 +101,7 @@ vec4 applyWaterFogViewLinear(vec3 pos, vec4 color)
float ks = waterFogKS;
vec4 kc = waterFogColor;
kc.rgb = srgb_to_linear(kc.rgb); // TODO -- pass in waterFogColor linear
kc.rgb *= sunlit;
float F = 0.98;
@ -117,6 +118,11 @@ vec4 applyWaterFogViewLinear(vec3 pos, vec4 color)
return color;
}
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color)
{
return applyWaterFogViewLinear(pos, color, vec3(1));
}
vec4 applyWaterFog(vec4 color)
{
//normalize view vector

View File

@ -72,7 +72,7 @@ uniform vec3 light_diffuse[8];
void waterClip(vec3 pos);
#ifdef WATER_FOG
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color);
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit);
#endif
vec3 srgb_to_linear(vec3 c);
@ -226,7 +226,7 @@ void main()
vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a);
vec3 light_dir = (sun_up_factor == 1) ? sun_dir: moon_dir;
vec3 light_dir = (sun_up_factor == 1) ? sun_dir: moon_dir; // TODO -- factor out "sun_up_factor" and just send in the appropriate light vector
float final_alpha = diffuse_linear.a;
@ -295,7 +295,7 @@ void main()
#endif // !defined(LOCAL_LIGHT_KILL)
#ifdef WATER_FOG
color = applyWaterFogViewLinear(pos.xyz, color);
color = applyWaterFogViewLinear(pos.xyz, color, sunlit);
#endif // WATER_FOG
#endif // #else // FOR_IMPOSTOR

View File

@ -34,7 +34,7 @@ out vec4 frag_color;
vec3 scaleSoftClipFragLinear(vec3 l);
vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color);
vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit);
// PBR interface
vec3 pbrIbl(vec3 diffuseColor,
@ -179,7 +179,14 @@ void main()
vec2 distort2 = distort + waver.xy * refScale / max(dmod, 1.0);
distort2 = clamp(distort2, vec2(0), vec2(0.999));
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
calcAtmosphericVarsLinear(pos.xyz, wavef, vary_light_dir, sunlit, amblit, additive, atten);
#ifdef TRANSPARENT_WATER
vec4 fb = texture2D(screenTex, distort2);
float depth = texture2D(screenDepth, distort2).r;
@ -194,18 +201,11 @@ void main()
refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0));
}
fb = applyWaterFogViewLinear(refPos, fb);
fb = applyWaterFogViewLinear(refPos, fb, sunlit);
#else
vec4 fb = vec4(waterFogColorLinear.rgb, 0.0);
#endif
vec3 sunlit;
vec3 amblit;
vec3 additive;
vec3 atten;
calcAtmosphericVarsLinear(pos.xyz, wavef, vary_light_dir, sunlit, amblit, additive, atten);
sunlit = vec3(1); // TODO -- figure out why sunlit is breaking at some view angles
vec3 v = -viewVec;
float NdotV = clamp(abs(dot(wavef.xyz, v)), 0.001, 1.0);