Water Foam Fix

This commit is contained in:
2026-09-16 18:12:12 -07:00
parent af9a259fbb
commit 0bb4bceb57

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@ -151,6 +151,7 @@ void main() {
}
// Displace surface
float geomZ = p.z; // undisplaced depth for foam/fog tests
p.z += (sin(p.x * 10.0 / waterDisplace + speed) * cos(p.y * 10.0 / waterDisplace + speed)
+ sin(p.x * 20.0 / waterDisplace + speed * 1.3) * cos(p.y * 20.0 / waterDisplace + speed * 1.3) * 0.5)
/ 50.0 * waterDisplace;
@ -229,13 +230,13 @@ void main() {
float specAmount = pow(max(dot(n2, h), 0.0), 200.0) * (200.0 + 8.0) / (PI * 8.0);
fragColor.rgb += specAmount * (isSky ? 0.3 : 1.0) * horizonFactor;
// Depth fog - blend toward waterColor with depth, faded at horizon
float depthFog = clamp(-(p.z - waterLevel) * waterDensity, 0.0, 0.9);
float depthFog = clamp(-(geomZ - waterLevel) * waterDensity, 0.0, 0.9);
fragColor.rgb = mix(fragColor.rgb, waterColor, depthFog * horizonFactor);
// Alpha fades smoothly at horizon instead of hard cut
fragColor.a = isSky ? horizonFactor : clamp(abs(p.z - waterLevel) * 5.0, 0.0, 1.0);
fragColor.a = isSky ? horizonFactor : clamp(abs(geomZ - waterLevel) * 5.0, 0.0, 1.0);
// Foam - based on actual geometry depth below water surface
float fd = isSky ? 1.0 : abs(p.z - waterLevel);
float fd = isSky ? 1.0 : abs(geomZ - waterLevel);
if (fd < 0.1) {
// Based on foam by Owen Deery
// http://fire-face.com/personal/water