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Merge branch 'james/fix-shiny-shader-nvidia' into 'master'
Fixed NVidia shiny water shader bug and re-enabled in settings See merge request veloren/veloren!1319
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commit
79ec8c9e22
@ -132,7 +132,11 @@ void main() {
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float wave10 = wave_height(wave_pos + vec3(0.1, 0, 0));
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float wave01 = wave_height(wave_pos + vec3(0, 0.1, 0));
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float slope = abs(wave00 - wave10) * abs(wave00 - wave01);
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// Possibility of div by zero when slope = 0,
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// however this only results in no water surface appearing
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// and is not likely to occur (could not find any occurrences)
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float slope = abs(wave00 - wave10) * abs(wave00 - wave01);
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vec3 nmap = vec3(
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-(wave10 - wave00) / 0.1,
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-(wave01 - wave00) / 0.1,
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@ -151,7 +155,7 @@ void main() {
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float f_alt = f_pos.z;
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#endif
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float fluid_alt = max(ceil(f_pos.z), floor(f_alt));// f_alt;//max(f_alt - f_pos.z, 0.0);
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float fluid_alt = mix(f_pos.z, f_alt, f_norm.z == 0);
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const float alpha = 0.255/*/ / 4.0*//* / 4.0 / sqrt(2.0)*/;
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const float n2 = 1.3325;
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const float R_s2s0 = pow((1.0 - n2) / (1.0 + n2), 2);
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@ -2064,18 +2064,14 @@ impl<'a> Widget for SettingsWindow<'a> {
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.color(TEXT_COLOR)
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.set(state.ids.fluid_mode_text, ui);
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// FIXME: Add shiny water back to the UI once we fix the bug on nVidia cards.
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let mode_list = [
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FluidMode::Cheap,
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// FluidMode::Shiny
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];
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let mode_list = [FluidMode::Cheap, FluidMode::Shiny];
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let mode_label_list = [
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&self
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.localized_strings
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.get("hud.settings.fluid_rendering_mode.cheap"),
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/* &self
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.localized_strings
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.get("hud.settings.fluid_rendering_mode.shiny"), */
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&self
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.localized_strings
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.get("hud.settings.fluid_rendering_mode.shiny"),
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];
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// Get which fluid rendering mode is currently active
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@ -171,7 +171,7 @@ pub enum FluidMode {
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}
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impl Default for FluidMode {
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fn default() -> Self { FluidMode::Cheap }
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fn default() -> Self { FluidMode::Shiny }
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}
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/// Lighting modes
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