redid underwater visuals. more gameplay friendly and looks better.

This commit is contained in:
Xonk
2023-07-23 00:07:10 -04:00
parent 15c7613892
commit 74fc47d4e2
5 changed files with 177 additions and 96 deletions

View File

@ -252,7 +252,7 @@ void main() {
#endif
vec4 vl = BilateralUpscale(colortex0, depthtex1, gl_FragCoord.xy, frDepth, vec2(0.0));
float bloomyFogMult = 1.0;
if (TranslucentShader.a > 0.0){
#ifdef Glass_Tint
@ -296,11 +296,21 @@ void main() {
// underwater fog
if (isEyeInWater == 1){
float fogfade = clamp( exp(length(fragpos) / -10) ,0.0,1.0);
color.rgb = color.rgb * fogfade ;
vl.a *= fogfade ;
float dirtAmount = Dirt_Amount;
vec3 waterEpsilon = vec3(Water_Absorb_R, Water_Absorb_G, Water_Absorb_B);
vec3 dirtEpsilon = vec3(Dirt_Absorb_R, Dirt_Absorb_G, Dirt_Absorb_B);
vec3 totEpsilon = dirtEpsilon*dirtAmount + waterEpsilon;
// float fogfade = clamp( exp(length(fragpos) / -20) ,0.0,1.0);
// vec3 fogfade = clamp( exp( (length(fragpos) / -4) * totEpsilon ) ,0.0,1.0);
vec3 fogfade = clamp( exp( (length(fragpos) / -4) * totEpsilon ) ,0.0,1.0);
fogfade *= 1.0 - clamp( length(fragpos) / far,0.0,1.0);
color.rgb *= fogfade ;
bloomyFogMult *= 0.4;
}
// apply VL fog to the scene
color *= vl.a;
color += vl.rgb;
@ -316,7 +326,7 @@ void main() {
/// powdered snow
if (isEyeInWater == 3){
color.rgb = mix(color.rgb,vec3(10,15,20),clamp(length(fragpos)*0.5,0.,1.));
vl.a = 0.0;
bloomyFogMult = 0.0;
}
// blidnesss
@ -331,7 +341,7 @@ void main() {
if(luma(thingy) > 0.0 ) color.rgb = thingy;
#endif
gl_FragData[0].r = vl.a; // pass fog alpha so bloom can do bloomy fog
gl_FragData[0].r = vl.a * bloomyFogMult; // pass fog alpha so bloom can do bloomy fog
gl_FragData[1].rgb = clamp(color.rgb,0.0,68000.0);