NORSPEC-341 fix issues with water reflection coloring and abnormals
parent
79686b6974
commit
e34f088104
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@ -153,16 +153,12 @@ void main()
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vec2 refvec3 = distort+refdistort3/dmod_scale;
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vec4 refcol3 = texture2D(refTex, refvec3);
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refcol1.rgb = srgb_to_linear(refcol1.rgb);
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refcol2.rgb = srgb_to_linear(refcol2.rgb);
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refcol3.rgb = srgb_to_linear(refcol3.rgb);
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vec4 refcol = refcol1 + refcol2 + refcol3;
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float df1 = df.x + df.y + df.z;
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refcol *= df1 * 0.333;
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vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
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//wavef.z *= max(-viewVec.z, 0.1);
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wavef.z *= max(-viewVec.z, 0.1);
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wavef = normalize(wavef);
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float df2 = dot(viewVec, wavef) * fresnelScale+fresnelOffset;
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@ -173,15 +169,13 @@ void main()
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float dweight = min(dist2*blurMultiplier, 1.0);
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vec4 baseCol = texture2D(refTex, refvec4);
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baseCol.rgb = srgb_to_linear(baseCol.rgb);
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refcol = mix(baseCol*df2, refcol, dweight);
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//get specular component
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//float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
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float spec = clamp(dot(lightDir, (reflect(viewVec,wavef))),0.0,1.0);
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//harden specular
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//spec = pow(spec, 128.0);
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spec = pow(spec, 128.0);
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//figure out distortion vector (ripply)
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vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
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@ -192,24 +186,17 @@ void main()
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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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float shadow = 1.0;
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vec4 pos = vary_position;
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//vec3 nz = texture2D(noiseMap, gl_FragCoord.xy/128.0).xyz;
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vec4 spos = pos;
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//spec *= shadow;
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//color.rgb += spec * specular;
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color.rgb += spec * specular;
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color.rgb = atmosTransport(color.rgb);
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color.rgb = scaleSoftClip(color.rgb);
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color.a = sunAngle2;
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color.a = spec * sunAngle2;
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//wavef.z *= 0.1f;
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//wavef = normalize(wavef);
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vec3 screenspacewavef = (norm_mat*vec4(wavef, 1.0)).xyz;
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vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
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frag_data[0] = vec4(color.rgb, color.a); // diffuse
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frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec
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frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), screenspacewavef.z * 0.16, 0.0);// normalxyz, env intensity
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frag_data[0] = vec4(color.rgb, color); // diffuse
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frag_data[1] = vec4(0); // speccolor, spec
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frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.05, 0);// normalxy, 0, 0
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}
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