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Fix some issues with underwater rendering.
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bfda6da42f
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@ -144,6 +144,7 @@ void main() {
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vec3 norm = vec3(0, 0, 1) * nmap.z + b_norm * nmap.x + c_norm * nmap.y;
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// vec3 norm = f_norm;
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vec3 water_color = (1.0 - MU_WATER) * MU_SCATTER;
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#if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP || FLUID_MODE == FLUID_MODE_SHINY)
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float f_alt = alt_at(f_pos.xy);
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#elif (SHADOW_MODE == SHADOW_MODE_NONE || FLUID_MODE == FLUID_MODE_CHEAP)
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@ -282,7 +283,7 @@ void main() {
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// diffuse_light += point_light;
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// reflected_light += point_light;
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// vec3 surf_color = srgb_to_linear(vec3(0.2, 0.5, 1.0)) * light * diffuse_light * ambient_light;
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vec3 surf_color = illuminate(max_light, view_dir, emitted_light/* * log(1.0 - MU_WATER)*/, /*cam_attenuation * *//*water_color * */reflect_color * reflected_light/* * log(1.0 - MU_WATER)*/);
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vec3 surf_color = illuminate(max_light, view_dir, water_color * emitted_light/* * log(1.0 - MU_WATER)*/, /*cam_attenuation * *//*water_color * */reflect_color * reflected_light/* * log(1.0 - MU_WATER)*/);
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// passthrough = pow(passthrough, 1.0 / (1.0 + water_depth_to_camera));
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/* surf_color = cam_attenuation.g < 0.5 ?
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@ -107,7 +107,7 @@ DirectionalLight get_sun_info(vec4 _dir, float shade_frac/*, vec4 light_pos[2]*/
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}
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#endif
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#endif
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return DirectionalLight(/*dir, */shade_frac * shadow/*, get_sun_color(dir), get_sun_brightness(dir)*/);
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return DirectionalLight(/*dir, */shadow/*, get_sun_color(dir), get_sun_brightness(dir)*/);
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}
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DirectionalLight get_moon_info(vec4 _dir, float shade_frac/*, vec4 light_pos[2]*/) {
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@ -414,8 +414,7 @@ vec3 get_sky_color(vec3 dir, float time_of_day, vec3 origin, vec3 f_pos, float q
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);
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vec3 sky_mid = mix(
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mix(
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SKY_DUSK_MID,
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mix( SKY_DUSK_MID,
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SKY_NIGHT_MID,
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max(pow(sun_dir.z, 0.2), 0)
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),
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@ -489,6 +489,9 @@ vec3 compute_attenuation(vec3 wpos, vec3 ray_dir, vec3 mu, float surface_alt, ve
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#if (LIGHTING_TRANSPORT_MODE == LIGHTING_TRANSPORT_MODE_IMPORTANCE)
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return vec3(1.0);
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#elif (LIGHTING_TRANSPORT_MODE == LIGHTING_TRANSPORT_MODE_RADIANCE)
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#if (LIGHTING_TYPE & LIGHTING_TYPE_TRANSMISSION) != 0
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return vec3(1.0);
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#else
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// return vec3(1.0);
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/*if (mu == vec3(0.0)) {
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return vec3(1.0);
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@ -497,33 +500,35 @@ vec3 compute_attenuation(vec3 wpos, vec3 ray_dir, vec3 mu, float surface_alt, ve
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}*/
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// return vec3(0.0);
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// vec3 surface_dir = /*surface_alt < wpos.z ? vec3(0.0, 0.0, -1.0) : vec3(0.0, 0.0, 1.0)*/vec3(0.0, 0.0, sign(surface_alt - wpos.z));
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ray_dir = faceforward(ray_dir, vec3(0.0, 0.0, -1.0), ray_dir);
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vec3 surface_dir = surface_alt < wpos.z ? vec3(0.0, 0.0, -1.0) : vec3(0.0, 0.0, 1.0);
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// vec3 surface_dir = faceforward(vec3(0.0, 0.0, 1.0), ray_dir, vec3(0.0, 0.0, 1.0));
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bool _intersects_surface = IntersectRayPlane(wpos, ray_dir, vec3(0.0, 0.0, surface_alt), surface_dir, defaultpos);
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float depth = length(defaultpos - wpos);
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return exp(-mu * depth);
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#endif
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#endif
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}
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vec3 compute_attenuation2(vec3 wpos, vec3 ray_dir, vec3 mu, float surface_alt, vec3 defaultpos) {
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#if (LIGHTING_TRANSPORT_MODE == LIGHTING_TRANSPORT_MODE_IMPORTANCE)
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return vec3(1.0);
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#elif (LIGHTING_TRANSPORT_MODE == LIGHTING_TRANSPORT_MODE_RADIANCE)
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// return vec3(1.0);
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/*if (mu == vec3(0.0)) {
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return vec3(1.0);
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}*//* else {
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return vec3(0.0);
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}*/
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// return vec3(0.0);
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// vec3 surface_dir = /*surface_alt < wpos.z ? vec3(0.0, 0.0, -1.0) : vec3(0.0, 0.0, 1.0)*/vec3(0.0, 0.0, sign(surface_alt - wpos.z));
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vec3 surface_dir = surface_alt < wpos.z ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0);
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// vec3 surface_dir = faceforward(vec3(0.0, 0.0, 1.0), ray_dir, vec3(0.0, 0.0, 1.0));
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bool _intersects_surface = IntersectRayPlane(wpos, ray_dir, vec3(0.0, 0.0, surface_alt), surface_dir, defaultpos);
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float depth = length(defaultpos - wpos);
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return exp(-mu * depth);
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#endif
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}
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// vec3 compute_attenuation2(vec3 wpos, vec3 ray_dir, vec3 mu, float surface_alt, vec3 defaultpos) {
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// #if (LIGHTING_TRANSPORT_MODE == LIGHTING_TRANSPORT_MODE_IMPORTANCE)
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// return vec3(1.0);
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// #elif (LIGHTING_TRANSPORT_MODE == LIGHTING_TRANSPORT_MODE_RADIANCE)
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// // return vec3(1.0);
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// /*if (mu == vec3(0.0)) {
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// return vec3(1.0);
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// }*//* else {
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// return vec3(0.0);
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// }*/
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// // return vec3(0.0);
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// // vec3 surface_dir = /*surface_alt < wpos.z ? vec3(0.0, 0.0, -1.0) : vec3(0.0, 0.0, 1.0)*/vec3(0.0, 0.0, sign(surface_alt - wpos.z));
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// vec3 surface_dir = surface_alt < wpos.z ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0);
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// // vec3 surface_dir = faceforward(vec3(0.0, 0.0, 1.0), ray_dir, vec3(0.0, 0.0, 1.0));
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// bool _intersects_surface = IntersectRayPlane(wpos, ray_dir, vec3(0.0, 0.0, surface_alt), surface_dir, defaultpos);
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// float depth = length(defaultpos - wpos);
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// return exp(-mu * depth);
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// #endif
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// }
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// Same as compute_attenuation but since both point are known, set a maximum to make sure we don't exceed the length
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// from the default point.
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