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synced 2025-06-22 08:42:50 +08:00
remove underwater distortion. make AO in sunlight also be on SSS.
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@ -68,7 +68,7 @@ void applyGameplayEffects(inout vec3 color, in vec2 texcoord, float noise){
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float waterDrops = texture2D(noisetex, (texcoord - vec2(0.0, scale.z)) * scale.xy).r ;
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if(isEyeInWater == 1) waterDrops = waterDrops*waterDrops * 0.3;
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if(isEyeInWater == 1) waterDrops = 0.0;
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if(isEyeInWater == 0 && exitWater > 0.0) waterDrops = sqrt(min(max(waterDrops - (1.0-sqrt(exitWater))*0.7,0.0) * (1.0 + exitWater),1.0)) * 0.3;
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// apply distortion effects for exiting water and under water
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@ -384,7 +384,7 @@ vec4 GetVolumetricClouds(
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#if defined DISTANT_HORIZONS
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float maxdist = dhFarPlane;
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#else
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float maxdist = far + 16*5.0;
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float maxdist = far*4.0;
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#endif
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float lViewPosM = length(viewPos) < maxdist ? length(viewPos) - 1.0 : 100000000.0;
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