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synced 2025-06-22 00:37:35 +08:00
tweak dirt_amount settings. add HYPER DETAILED WAVE misc setting
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@ -634,6 +634,7 @@ uniform int moonPhase;
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#define WATER_CAUSTICS_BRIGHTNESS 1.0 // [0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0]
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#define DENOISE_SSS_AND_SSAO
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// #define HYPER_DETAILED_WAVES
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///////////////////////////////////////////
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// ----- DISTANT HORIZONS SETTINGS ----- //
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///////////////////////////////////////////
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@ -59,13 +59,17 @@ vec3 getWaveNormal(vec3 posxz, bool isLOD){
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// vary the normal's "smooth" factor as distance changes, to avoid noise from too much details.
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float range = pow(clamp(1.0 - length(posxz - cameraPosition)/(32*4),0.0,1.0),2.0);
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float deltaPos = mix(0.5, 0.1, range);
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float normalMult = 10.0;
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float normalMult = 10.0 * WATER_WAVE_STRENGTH;
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if(isLOD){
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normalMult = mix(5.0, normalMult, range);
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deltaPos = mix(0.9, deltaPos, range);
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}
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#ifdef HYPER_DETAILED_WAVES
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deltaPos = 0.025;
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#endif
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vec2 coord = posxz.xz;// - posxz.y;
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float h0 = getWaterHeightmap(coord);
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