* A lot of tweaking for water. * Get water much closer to 6.6.17. This won't produce 1:1 results, but it should be much closer to where we once were.master
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fd577e3bfc
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460e77c47e
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@ -41,6 +41,26 @@ vec3 srgb_to_linear(vec3 cs)
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}
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vec4 srgb_to_linear4(vec4 cs)
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{
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vec4 low_range = cs / vec4(12.92);
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vec4 high_range = pow((cs+vec4(0.055))/vec4(1.055), vec4(2.4));
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bvec4 lte = lessThanEqual(cs,vec4(0.04045));
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#ifdef OLD_SELECT
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vec4 result;
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result.r = lte.r ? low_range.r : high_range.r;
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result.g = lte.g ? low_range.g : high_range.g;
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result.b = lte.b ? low_range.b : high_range.b;
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result.a = lte.a ? low_range.a : high_range.a;
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return result;
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#else
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return mix(high_range, low_range, lte);
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#endif
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}
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vec3 linear_to_srgb(vec3 cl)
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{
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cl = clamp(cl, vec3(0), vec3(1));
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@ -66,11 +66,11 @@ vec4 getWaterFogViewNoClip(vec3 pos)
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float t2 = kd + ks * es;
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float t3 = pow(F, t2*l) - 1.0;
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float L = min(t1/t2*t3, 1.0);
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float L = pow(min(t1/t2*t3, 1.0), 1.0/1.7);
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float D = pow(0.98, l*kd);
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return vec4(srgb_to_linear(kc.rgb*L), D);
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return vec4(srgb_to_linear(kc.rgb)*L, D);
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}
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vec4 getWaterFogView(vec3 pos)
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@ -56,7 +56,7 @@ void main()
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vec4 pos = getPositionWithDepth(tc, depth);
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vec4 fogged = getWaterFogView(pos.xyz);
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fogged.a = max(pow(fogged.a, 1.7), 0);
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frag_color = max(fogged, vec4(0)); //output linear since local lights will be added to this shader's results
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}
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@ -132,8 +132,54 @@ vec3 transform_normal(vec3 vNt)
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void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv,
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vec2 tc, vec3 pos, vec3 norm, float glossiness, vec3 amblit_linear);
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void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
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vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear);
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void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,
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vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit);
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vec3 getPositionWithNDC(vec3 ndc);
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void generateWaveNormals(out vec3 wave1, out vec3 wave2, out vec3 wave3)
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{
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// Generate all of our wave normals.
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// We layer these back and forth.
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vec2 bigwave = vec2(refCoord.w, view.w);
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vec3 wave1_a = texture(bumpMap, bigwave, -2).xyz * 2.0 - 1.0;
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vec3 wave2_a = texture(bumpMap, littleWave.xy).xyz * 2.0 - 1.0;
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vec3 wave3_a = texture(bumpMap, littleWave.zw).xyz * 2.0 - 1.0;
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vec3 wave1_b = texture(bumpMap2, bigwave).xyz * 2.0 - 1.0;
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vec3 wave2_b = texture(bumpMap2, littleWave.xy).xyz * 2.0 - 1.0;
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vec3 wave3_b = texture(bumpMap2, littleWave.zw).xyz * 2.0 - 1.0;
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wave1 = BlendNormal(wave1_a, wave1_b);
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wave2 = BlendNormal(wave2_a, wave2_b);
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wave3 = BlendNormal(wave3_a, wave3_b);
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}
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void calculateFresnelFactors(out vec3 df3, out vec2 df2, vec3 viewVec, vec3 wave1, vec3 wave2, vec3 wave3, vec3 wavef)
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{
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// We calculate the fresnel here.
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// We do this by getting the dot product for each sets of waves, and applying scale and offset.
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df3 = vec3(
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dot(viewVec, wave1),
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dot(viewVec, (wave2 + wave3) * 0.5),
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dot(viewVec, wave3)
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) * fresnelScale + fresnelOffset;
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df3 *= df3;
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df2 = vec2(
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df3.x + df3.y + df3.z,
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dot(viewVec, wavef) * fresnelScale + fresnelOffset
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);
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}
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void main()
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{
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mirrorClip(vary_position);
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@ -148,30 +194,23 @@ void main()
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//normalize view vector
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vec3 viewVec = normalize(pos.xyz);
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//get wave normals
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vec2 bigwave = vec2(refCoord.w, view.w);
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vec3 wave1_a = texture(bumpMap, bigwave, -2 ).xyz*2.0-1.0;
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vec3 wave2_a = texture(bumpMap, littleWave.xy).xyz*2.0-1.0;
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vec3 wave3_a = texture(bumpMap, littleWave.zw).xyz*2.0-1.0;
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// Setup our waves.
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vec3 wave1_b = texture(bumpMap2, bigwave ).xyz*2.0-1.0;
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vec3 wave2_b = texture(bumpMap2, littleWave.xy).xyz*2.0-1.0;
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vec3 wave3_b = texture(bumpMap2, littleWave.zw).xyz*2.0-1.0;
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vec3 wave1 = vec3(0, 0, 1);
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vec3 wave2 = vec3(0, 0, 1);
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vec3 wave3 = vec3(0, 0, 1);
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//wave1_a = wave2_a = wave3_a = wave1_b = wave2_b = wave3_b = vec3(0,0,1);
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vec3 wave1 = BlendNormal(wave1_a, wave1_b);
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vec3 wave2 = BlendNormal(wave2_a, wave2_b);
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vec3 wave3 = BlendNormal(wave3_a, wave3_b);
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generateWaveNormals(wave1, wave2, wave3);
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vec2 distort = (refCoord.xy/refCoord.z) * 0.5 + 0.5;
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//wave1 = transform_normal(wave1);
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//wave2 = transform_normal(wave2);
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//wave3 = transform_normal(wave3);
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vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
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vec3 df3 = vec3(0);
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vec2 df2 = vec2(0);
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calculateFresnelFactors(df3, df2, normalize(view.xyz), wave1, wave2, wave3, wavef);
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vec3 waver = wavef*3;
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vec3 up = transform_normal(vec3(0,0,1));
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@ -197,7 +236,7 @@ void main()
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float dmod = sqrt(dist);
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//figure out distortion vector (ripply)
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vec2 distort2 = distort + waver.xy * refScale / max(dmod, 1.0);
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vec2 distort2 = distort + waver.xy * refScale / max(dmod, 1.0) * 2;
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distort2 = clamp(distort2, vec2(0), vec2(0.999));
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@ -217,8 +256,8 @@ void main()
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vec3 sunlit_linear = srgb_to_linear(sunlit);
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#ifdef TRANSPARENT_WATER
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vec4 fb = texture(screenTex, distort2);
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float depth = texture(depthMap, distort2).r;
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vec4 fb = texture(screenTex, distort2);
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vec3 refPos = getPositionWithNDC(vec3(distort2*2.0-vec2(1.0), depth*2.0-1.0));
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if (refPos.z > pos.z-0.05)
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@ -234,18 +273,16 @@ void main()
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vec4 fb = applyWaterFogViewLinear(viewVec*2048.0, vec4(1.0));
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#endif
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// fudge sample on other side of water to be a tad darker
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fb.rgb *= 0.75;
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float metallic = 0.0;
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float perceptualRoughness = 0.05;
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float gloss = 1.0 - perceptualRoughness;
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float metallic = 1.0;
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float perceptualRoughness = 0.1;
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float gloss = 0.95;
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vec3 irradiance = vec3(0);
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vec3 radiance = vec3(0);
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vec3 legacyenv = vec3(0);
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sampleReflectionProbesWater(irradiance, radiance, distort2, pos.xyz, wave_ibl.xyz, gloss, amblit);
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irradiance = vec3(0);
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//sampleReflectionProbes(irradiance, radiance, distort2, pos.xyz, wave_ibl.xyz, 1, true, amblit);
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//sampleReflectionProbesLegacy(irradiance, radiance, legacyenv, distort2, pos.xyz, wave_ibl.xyz, gloss, 1, false, amblit);
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vec3 diffuseColor = vec3(0);
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vec3 specularColor = vec3(0);
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@ -257,46 +294,22 @@ void main()
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float ao = 1.0;
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vec3 light_dir = transform_normal(lightDir);
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perceptualRoughness = 0.0;
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metallic = 1.0;
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float NdotV = clamp(abs(dot(norm, v)), 0.001, 1.0);
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float nl = 0;
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vec3 diffPunc = vec3(0);
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vec3 specPunc = vec3(0);
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pbrPunctual(vec3(0), specularColor, 0.1, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir), nl, diffPunc, specPunc);
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pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir), nl, diffPunc, specPunc);
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vec3 punctual = clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10));
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vec3 punctual = clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)) * sunlit_linear * 2.75 * shadow;
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vec3 color = punctual * sunlit_linear * 2.75 * shadow;
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vec3 iblDiff;
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vec3 iblSpec;
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pbrIbl(vec3(0), vec3(1), radiance, vec3(0), ao, NdotV, 0.0, iblDiff, iblSpec);
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vec3 color = vec3(0);
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color += iblDiff + iblSpec;
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float nv = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0);
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vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0);
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float f = 1.0-brdf.y; //1.0 - (brdf.x+brdf.y);
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f *= 0.9;
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f *= f;
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// incoming scale is [0, 1] with 0.5 being default
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// shift to 0.5 to 1.5
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f *= (fresnelScale - 0.5)+1.0;
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// incoming offset is [0, 1] with 0.5 being default
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// shift from -1 to 1
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f += (fresnelOffset - 0.5) * 2.0;
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f = clamp(f, 0, 1);
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color = ((1.0 - f) * color) + fb.rgb;
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color = mix(fb.rgb, radiance * df2.x, df2.x * 0.99999) + punctual.rgb;
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float spec = min(max(max(punctual.r, punctual.g), punctual.b), 0.05);
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frag_color = max(vec4(color, spec), vec4(0));
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frag_color = max(vec4(color.rgb, spec), vec4(0));
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}
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