forked from LeenkxTeam/LNXSDK
Water Level/Reflectopm
This commit is contained in:
@ -228,12 +228,16 @@ void main() {
|
|||||||
// Blinn-Phong specular using half-vector, faded at horizon
|
// Blinn-Phong specular using half-vector, faded at horizon
|
||||||
vec3 h = normalize(v + ld);
|
vec3 h = normalize(v + ld);
|
||||||
float specAmount = pow(max(dot(n2, h), 0.0), 200.0) * (200.0 + 8.0) / (PI * 8.0);
|
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;
|
fragColor.rgb += specAmount * (isSky ? 0.3 : 1.0);
|
||||||
// Depth fog - blend toward waterColor with depth, faded at horizon
|
// Depth fog - blend toward waterColor with depth, faded at horizon
|
||||||
float depthFog = clamp(-(geomZ - waterLevel) * waterDensity, 0.0, 0.9);
|
float depthFog = clamp(-(geomZ - waterLevel) * waterDensity, 0.0, 0.9);
|
||||||
fragColor.rgb = mix(fragColor.rgb, waterColor, depthFog * horizonFactor);
|
fragColor.rgb = mix(fragColor.rgb, waterColor, depthFog * horizonFactor);
|
||||||
// Alpha fades smoothly at horizon instead of hard cut
|
// Alpha fades smoothly at horizon instead of hard cut
|
||||||
fragColor.a = isSky ? horizonFactor : clamp(abs(geomZ - waterLevel) * 5.0, 0.0, 1.0);
|
// Skydome sits 3.5 below the camera (_skydomeMatrix), so its horizon
|
||||||
|
// appears where the ray z reaches -3.5 / domeRadius
|
||||||
|
float farPlane = cameraProj.y / (1.0 - cameraProj.x);
|
||||||
|
float horizonFade = clamp((-3.5 / (farPlane * 0.95) - vray.z) * 20.0, 0.0, 1.0);
|
||||||
|
fragColor.a = isSky ? horizonFade : clamp(abs(geomZ - waterLevel) * 5.0, 0.0, 1.0);
|
||||||
|
|
||||||
// Foam - based on actual geometry depth below water surface
|
// Foam - based on actual geometry depth below water surface
|
||||||
float fd = isSky ? 1.0 : abs(geomZ - waterLevel);
|
float fd = isSky ? 1.0 : abs(geomZ - waterLevel);
|
||||||
|
|||||||
Reference in New Issue
Block a user