NORSPEC-291 WIP fix materials underwater with shadows on
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d07ba61a85
commit
a8c9d81a37
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@ -266,6 +266,52 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
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setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
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}
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#ifdef WATER_FOG
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uniform vec4 waterPlane;
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uniform vec4 waterFogColor;
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uniform float waterFogDensity;
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uniform float waterFogKS;
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vec4 applyWaterFogDeferred(vec3 pos, vec4 color)
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{
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//normalize view vector
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vec3 view = normalize(pos);
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float es = -(dot(view, waterPlane.xyz));
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//find intersection point with water plane and eye vector
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//get eye depth
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float e0 = max(-waterPlane.w, 0.0);
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vec3 int_v = waterPlane.w > 0.0 ? view * waterPlane.w/es : vec3(0.0, 0.0, 0.0);
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//get object depth
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float depth = length(pos - int_v);
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//get "thickness" of water
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float l = max(depth, 0.1);
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float kd = waterFogDensity;
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float ks = waterFogKS;
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vec4 kc = waterFogColor;
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float F = 0.98;
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float t1 = -kd * pow(F, ks * e0);
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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 D = pow(0.98, l*kd);
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color.rgb = color.rgb * D + kc.rgb * L;
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color.a = kc.a + color.a;
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return color;
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}
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#endif
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vec3 atmosLighting(vec3 light)
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{
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light *= getAtmosAttenuation().r;
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@ -409,6 +455,13 @@ void main()
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if (norm.w < 0.5)
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{
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col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a);
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#ifdef WATER_FOG
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vec4 fogged = applyWaterFogDeferred(pos,vec4(col, bloom));
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col = fogged.rgb;
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bloom = fogged.a;
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#endif
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col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a);
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}
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