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Merge pull request #2785 from Capostrophic/underwaterfog

Don't radialize underwater fog
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Andrei Kortunov 2020-04-19 09:06:28 +04:00 committed by GitHub
commit 7aca6d72e4
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@ -203,17 +203,20 @@ void main(void)
float ior = (cameraPos.z>0.0)?(1.333/1.0):(1.0/1.333); // air to water; water to air
float fresnel = clamp(fresnel_dielectric(vVec, normal, ior), 0.0, 1.0);
float radialise = 1.0;
#if @radialFog
float radialDepth = distance(position.xyz, cameraPos);
float radialize = radialDepth / linearDepth;
#else
float radialize = 1.0;
// TODO: Figure out how to properly radialise refraction depth and thus underwater fog
// while avoiding oddities when the water plane is close to the clipping plane
// radialise = radialDepth / linearDepth;
#endif
vec2 screenCoordsOffset = normal.xy * REFL_BUMP;
#if REFRACTION
float depthSample = linearizeDepth(texture2D(refractionDepthMap,screenCoords).x) * radialize;
float depthSampleDistorted = linearizeDepth(texture2D(refractionDepthMap,screenCoords-screenCoordsOffset).x) * radialize;
float surfaceDepth = linearizeDepth(gl_FragCoord.z) * radialize;
float depthSample = linearizeDepth(texture2D(refractionDepthMap,screenCoords).x) * radialise;
float depthSampleDistorted = linearizeDepth(texture2D(refractionDepthMap,screenCoords-screenCoordsOffset).x) * radialise;
float surfaceDepth = linearizeDepth(gl_FragCoord.z) * radialise;
float realWaterDepth = depthSample - surfaceDepth; // undistorted water depth in view direction, independent of frustum
screenCoordsOffset *= clamp(realWaterDepth / BUMP_SUPPRESS_DEPTH,0,1);
#endif