Update leenkx/Shaders/water_pass/water_pass.frag.glsl

This commit is contained in:
Onek8 2025-04-07 16:06:53 +00:00
parent 86661c1012
commit 79553927aa

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@ -75,16 +75,17 @@ vec4 binarySearch(vec3 dir) {
} }
vec4 rayCast(vec3 dir) { vec4 rayCast(vec3 dir) {
#ifdef _CPostprocess float ddepth;
dir *= PPComp9.x; dir *= ss_refractionRayStep;
#else for (int i = 0; i < maxSteps; i++) {
dir *= ssrRayStep; hitCoord += dir;
#endif ddepth = getDeltaDepth(hitCoord);
for (int i = 0; i < maxSteps; i++) { if (ddepth > 0.0)
hitCoord += dir; return binarySearch(dir);
if (getDeltaDepth(hitCoord) > 0.0) return binarySearch(dir); }
} // No hit — fallback to projecting the ray to UV space
return vec4(0.0); vec2 fallbackUV = getProjectedCoord(hitCoord);
return vec4(fallbackUV, 0.0, 0.5); // We set .w lower to indicate fallback
} }
#endif //SSR #endif //SSR