Fix some issues with underwater rendering.

This commit is contained in:
Joshua Yanovski 2020-07-04 21:21:12 +02:00
parent bfda6da42f
commit ffe0f5928c
3 changed files with 28 additions and 23 deletions

View File

@ -144,6 +144,7 @@ void main() {
vec3 norm = vec3(0, 0, 1) * nmap.z + b_norm * nmap.x + c_norm * nmap.y;
// vec3 norm = f_norm;
vec3 water_color = (1.0 - MU_WATER) * MU_SCATTER;
#if (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_MAP || FLUID_MODE == FLUID_MODE_SHINY)
float f_alt = alt_at(f_pos.xy);
#elif (SHADOW_MODE == SHADOW_MODE_NONE || FLUID_MODE == FLUID_MODE_CHEAP)
@ -282,7 +283,7 @@ void main() {
// diffuse_light += point_light;
// reflected_light += point_light;
// vec3 surf_color = srgb_to_linear(vec3(0.2, 0.5, 1.0)) * light * diffuse_light * ambient_light;
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)*/);
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)*/);
// passthrough = pow(passthrough, 1.0 / (1.0 + water_depth_to_camera));
/* surf_color = cam_attenuation.g < 0.5 ?

View File

@ -107,7 +107,7 @@ DirectionalLight get_sun_info(vec4 _dir, float shade_frac/*, vec4 light_pos[2]*/
}
#endif
#endif
return DirectionalLight(/*dir, */shade_frac * shadow/*, get_sun_color(dir), get_sun_brightness(dir)*/);
return DirectionalLight(/*dir, */shadow/*, get_sun_color(dir), get_sun_brightness(dir)*/);
}
DirectionalLight get_moon_info(vec4 _dir, float shade_frac/*, vec4 light_pos[2]*/) {
@ -414,8 +414,7 @@ vec3 get_sky_color(vec3 dir, float time_of_day, vec3 origin, vec3 f_pos, float q
);
vec3 sky_mid = mix(
mix(
SKY_DUSK_MID,
mix( SKY_DUSK_MID,
SKY_NIGHT_MID,
max(pow(sun_dir.z, 0.2), 0)
),

View File

@ -489,6 +489,9 @@ vec3 compute_attenuation(vec3 wpos, vec3 ray_dir, vec3 mu, float surface_alt, ve
#if (LIGHTING_TRANSPORT_MODE == LIGHTING_TRANSPORT_MODE_IMPORTANCE)
return vec3(1.0);
#elif (LIGHTING_TRANSPORT_MODE == LIGHTING_TRANSPORT_MODE_RADIANCE)
#if (LIGHTING_TYPE & LIGHTING_TYPE_TRANSMISSION) != 0
return vec3(1.0);
#else
// return vec3(1.0);
/*if (mu == vec3(0.0)) {
return vec3(1.0);
@ -497,33 +500,35 @@ vec3 compute_attenuation(vec3 wpos, vec3 ray_dir, vec3 mu, float surface_alt, ve
}*/
// return vec3(0.0);
// 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));
ray_dir = faceforward(ray_dir, vec3(0.0, 0.0, -1.0), ray_dir);
vec3 surface_dir = surface_alt < wpos.z ? vec3(0.0, 0.0, -1.0) : vec3(0.0, 0.0, 1.0);
// vec3 surface_dir = faceforward(vec3(0.0, 0.0, 1.0), ray_dir, vec3(0.0, 0.0, 1.0));
bool _intersects_surface = IntersectRayPlane(wpos, ray_dir, vec3(0.0, 0.0, surface_alt), surface_dir, defaultpos);
float depth = length(defaultpos - wpos);
return exp(-mu * depth);
#endif
#endif
}
vec3 compute_attenuation2(vec3 wpos, vec3 ray_dir, vec3 mu, float surface_alt, vec3 defaultpos) {
#if (LIGHTING_TRANSPORT_MODE == LIGHTING_TRANSPORT_MODE_IMPORTANCE)
return vec3(1.0);
#elif (LIGHTING_TRANSPORT_MODE == LIGHTING_TRANSPORT_MODE_RADIANCE)
// return vec3(1.0);
/*if (mu == vec3(0.0)) {
return vec3(1.0);
}*//* else {
return vec3(0.0);
}*/
// return vec3(0.0);
// 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));
vec3 surface_dir = surface_alt < wpos.z ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0);
// vec3 surface_dir = faceforward(vec3(0.0, 0.0, 1.0), ray_dir, vec3(0.0, 0.0, 1.0));
bool _intersects_surface = IntersectRayPlane(wpos, ray_dir, vec3(0.0, 0.0, surface_alt), surface_dir, defaultpos);
float depth = length(defaultpos - wpos);
return exp(-mu * depth);
#endif
}
// vec3 compute_attenuation2(vec3 wpos, vec3 ray_dir, vec3 mu, float surface_alt, vec3 defaultpos) {
// #if (LIGHTING_TRANSPORT_MODE == LIGHTING_TRANSPORT_MODE_IMPORTANCE)
// return vec3(1.0);
// #elif (LIGHTING_TRANSPORT_MODE == LIGHTING_TRANSPORT_MODE_RADIANCE)
// // return vec3(1.0);
// /*if (mu == vec3(0.0)) {
// return vec3(1.0);
// }*//* else {
// return vec3(0.0);
// }*/
// // return vec3(0.0);
// // 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));
// vec3 surface_dir = surface_alt < wpos.z ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0);
// // vec3 surface_dir = faceforward(vec3(0.0, 0.0, 1.0), ray_dir, vec3(0.0, 0.0, 1.0));
// bool _intersects_surface = IntersectRayPlane(wpos, ray_dir, vec3(0.0, 0.0, surface_alt), surface_dir, defaultpos);
// float depth = length(defaultpos - wpos);
// return exp(-mu * depth);
// #endif
// }
// Same as compute_attenuation but since both point are known, set a maximum to make sure we don't exceed the length
// from the default point.