diff --git a/CHANGELOG.md b/CHANGELOG.md index 7e9d31a19e..c5cb8b8ce1 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -22,6 +22,7 @@ Bug #5977: Fatigueless NPCs' corpse underwater changes animation on game load Bug #6025: Subrecords cannot overlap records Bug #6027: Collisionshape becomes spiderweb-like when the mesh is too complex + Bug #6190: Unintuitive sun specularity time of day dependence Bug #6222: global map cell size can crash openmw if set to too high a value Bug #6313: Followers with high Fight can turn hostile Bug #6427: Enemy health bar disappears before damaging effect ends diff --git a/apps/openmw/mwrender/renderingmanager.cpp b/apps/openmw/mwrender/renderingmanager.cpp index b7685e0cd8..7e593431d0 100644 --- a/apps/openmw/mwrender/renderingmanager.cpp +++ b/apps/openmw/mwrender/renderingmanager.cpp @@ -702,7 +702,7 @@ namespace MWRender { // need to wrap this in a StateUpdater? mSunLight->setDiffuse(diffuse); - mSunLight->setSpecular(specular); + mSunLight->setSpecular(osg::Vec4f(specular.x(), specular.y(), specular.z(), specular.w() * sunVis)); mPostProcessor->getStateUpdater()->setSunColor(diffuse); mPostProcessor->getStateUpdater()->setSunVis(sunVis); diff --git a/apps/openmw/mwworld/weather.cpp b/apps/openmw/mwworld/weather.cpp index 0da70bdd48..5d739a9161 100644 --- a/apps/openmw/mwworld/weather.cpp +++ b/apps/openmw/mwworld/weather.cpp @@ -789,8 +789,7 @@ namespace MWWorld mRendering.configureFog( mResult.mFogDepth, underwaterFog, mResult.mDLFogFactor, mResult.mDLFogOffset / 100.0f, mResult.mFogColor); mRendering.setAmbientColour(mResult.mAmbientColor); - mRendering.setSunColour( - mResult.mSunColor, mResult.mSunColor * mResult.mGlareView * glareFade, mResult.mGlareView * glareFade); + mRendering.setSunColour(mResult.mSunColor, mResult.mSunColor, mResult.mGlareView * glareFade); mRendering.getSkyManager()->setWeather(mResult); diff --git a/files/shaders/compatibility/water.frag b/files/shaders/compatibility/water.frag index 83fb8a53e0..987dab10a6 100644 --- a/files/shaders/compatibility/water.frag +++ b/files/shaders/compatibility/water.frag @@ -43,6 +43,7 @@ const float SCATTER_AMOUNT = 0.3; // amount of sunlight scatter const vec3 SCATTER_COLOUR = vec3(0.0,1.0,0.95); // colour of sunlight scattering const vec3 SUN_EXT = vec3(0.45, 0.55, 0.68); //sunlight extinction +const float SUN_SPEC_FADING_THRESHOLD = 0.15; // visibility at which sun specularity starts to fade const float SPEC_HARDNESS = 256.0; // specular highlights hardness @@ -172,6 +173,8 @@ void main(void) vec3 waterColor = WATER_COLOR * sunFade; vec4 sunSpec = lcalcSpecular(0); + // alpha component is sun visibility; we want to start fading specularity when visibility is low + sunSpec.a = min(1.0, sunSpec.a / SUN_SPEC_FADING_THRESHOLD); // artificial specularity to make rain ripples more noticeable vec3 skyColorEstimate = vec3(max(0.0, mix(-0.3, 1.0, sunFade))); @@ -179,7 +182,7 @@ void main(void) #if REFRACTION // no alpha here, so make sure raindrop ripple specularity gets properly subdued - rainSpecular *= clamp(fresnel*6.0 + specular * sunSpec.w, 0.0, 1.0); + rainSpecular *= clamp(fresnel*6.0 + specular * sunSpec.a, 0.0, 1.0); // refraction vec3 refraction = sampleRefractionMap(screenCoords - screenCoordsOffset).rgb; @@ -200,7 +203,7 @@ void main(void) vec3 scatterColour = mix(SCATTER_COLOUR*vec3(1.0,0.4,0.0), SCATTER_COLOUR, clamp(1.0-exp(-sunHeight*SUN_EXT), 0.0, 1.0)); vec3 lR = reflect(lVec, lNormal); float lightScatter = clamp(dot(lVec,lNormal)*0.7+0.3, 0.0, 1.0) * clamp(dot(lR, vVec)*2.0-1.2, 0.0, 1.0) * SCATTER_AMOUNT * sunFade * clamp(1.0-exp(-sunHeight), 0.0, 1.0); - gl_FragData[0].xyz = mix( mix(refraction, scatterColour, lightScatter), reflection, fresnel) + specular * sunSpec.xyz + rainSpecular; + gl_FragData[0].xyz = mix(mix(refraction, scatterColour, lightScatter), reflection, fresnel) + specular * sunSpec.rgb * sunSpec.a + rainSpecular; gl_FragData[0].w = 1.0; // wobbly water: hard-fade into refraction texture at extremely low depth, with a wobble based on normal mapping @@ -213,8 +216,8 @@ void main(void) shoreOffset = clamp(mix(shoreOffset, 1.0, clamp(linearDepth / WOBBLY_SHORE_FADE_DISTANCE, 0.0, 1.0)), 0.0, 1.0); gl_FragData[0].xyz = mix(rawRefraction, gl_FragData[0].xyz, shoreOffset); #else - gl_FragData[0].xyz = mix(reflection, waterColor, (1.0-fresnel)*0.5) + specular * sunSpec.xyz + rainSpecular; - gl_FragData[0].w = clamp(fresnel*6.0 + specular * sunSpec.w, 0.0, 1.0); //clamp(fresnel*2.0 + specular * gl_LightSource[0].specular.w, 0.0, 1.0); + gl_FragData[0].xyz = mix(reflection, waterColor, (1.0-fresnel)*0.5) + specular * sunSpec.rgb * sunSpec.a + rainSpecular; + gl_FragData[0].w = clamp(fresnel*6.0 + specular * sunSpec.a, 0.0, 1.0); //clamp(fresnel*2.0 + specular * gl_LightSource[0].specular.a, 0.0, 1.0); #endif gl_FragData[0] = applyFogAtDist(gl_FragData[0], radialDepth, linearDepth, far);