From 062ce4b158b0eb9c91aa80e7553d8846ad812b5b Mon Sep 17 00:00:00 2001 From: Joshua Barretto Date: Tue, 17 Nov 2020 20:59:22 +0000 Subject: [PATCH] Resolved or patches various water shader issues --- assets/voxygen/shaders/include/cloud/regular.glsl | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/assets/voxygen/shaders/include/cloud/regular.glsl b/assets/voxygen/shaders/include/cloud/regular.glsl index 88ad4d1073..c67e1044eb 100644 --- a/assets/voxygen/shaders/include/cloud/regular.glsl +++ b/assets/voxygen/shaders/include/cloud/regular.glsl @@ -26,7 +26,7 @@ vec4 cloud_at(vec3 pos, float dist, out vec3 emission) { // Mist sits close to the ground in valleys (TODO: use base_alt to put it closer to water) float mist_min_alt = 0.5; #if (CLOUD_MODE > CLOUD_MODE_LOW) - mist_min_alt = (texture(t_noise, pos.xy * 0.00015).x - 0.5) * 2 + 0.5; + mist_min_alt = (texture(t_noise, pos.xy * 0.00015).x - 0.5) * 1.25 + 0.5; #endif mist_min_alt *= 250; const float MIST_FADE_HEIGHT = 500; @@ -173,6 +173,9 @@ vec3 get_cloud_color(vec3 surf_color, vec3 dir, vec3 origin, const float time_of float ldist = cdist; // i is an emergency brake for (int i = 0; cdist > 4 /* && i < 250 */; i ++) { + ldist = cdist; + cdist = step_to_dist(trunc(dist_to_step(cdist - 0.25, quality)), quality); + vec3 emission; vec4 sample = cloud_at(origin + (dir + dir_diff / ldist) * ldist * splay, cdist, emission); @@ -197,9 +200,6 @@ vec3 get_cloud_color(vec3 surf_color, vec3 dir, vec3 origin, const float time_of // Global illumination (uniform scatter from the sky) sky_color * sun_access * scatter_factor * get_sun_brightness() + sky_color * moon_access * scatter_factor * get_moon_brightness(); - - ldist = cdist; - cdist = step_to_dist(trunc(dist_to_step(cdist - 0.25, quality)), quality); } return surf_color;