re-add physics mod ocean support. tweak refraction strength falloff with distance

This commit is contained in:
Xonk
2025-04-01 20:36:18 -04:00
parent 450ec181e4
commit 9ce449690a
7 changed files with 317 additions and 19 deletions

View File

@ -153,6 +153,11 @@ uniform float waterEnteredAltitude;
#include "/lib/specular.glsl" #include "/lib/specular.glsl"
#include "/lib/diffuse_lighting.glsl" #include "/lib/diffuse_lighting.glsl"
#if defined PHYSICSMOD_OCEAN_SHADER
#include "/lib/oceans.glsl"
#endif
float interleaved_gradientNoise_temporal(){ float interleaved_gradientNoise_temporal(){
#ifdef TAA #ifdef TAA
return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y ) + 1.0/1.6180339887 * frameCounter); return fract(52.9829189*fract(0.06711056*gl_FragCoord.x + 0.00583715*gl_FragCoord.y ) + 1.0/1.6180339887 * frameCounter);
@ -395,9 +400,12 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
vec3 FragCoord = gl_FragCoord.xyz; vec3 FragCoord = gl_FragCoord.xyz;
vec2 tempOffset = offsets[framemod8]; #ifdef TAA
vec2 tempOffset = offsets[framemod8];
vec3 viewPos = toScreenSpace(FragCoord*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5, 0.0)); vec3 viewPos = toScreenSpace(FragCoord*vec3(texelSize/RENDER_SCALE,1.0)-vec3(vec2(tempOffset)*texelSize*0.5, 0.0));
#else
vec3 viewPos = toScreenSpace(FragCoord*vec3(texelSize/RENDER_SCALE,1.0));
#endif
vec3 feetPlayerPos = mat3(gbufferModelViewInverse) * viewPos; vec3 feetPlayerPos = mat3(gbufferModelViewInverse) * viewPos;
//////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////
@ -465,9 +473,31 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
vec3 normal = normalMat.xyz; // in viewSpace vec3 normal = normalMat.xyz; // in viewSpace
#if defined PHYSICSMOD_OCEAN_SHADER && defined PHYSICS_OCEAN
WavePixelData wave = physics_wavePixel(physics_localPosition.xz, physics_localWaviness, physics_iterationsNormal, physics_gameTime);
#if defined DISTANT_HORIZONS
float PHYSICS_OCEAN_TRANSITION = 1.0-pow(1.0-pow(1.0-clamp(1.0-length(feetPlayerPos.xz)/max(far,0.0),0,1),5),5);
#else
float PHYSICS_OCEAN_TRANSITION = 0.0;
#endif
if (isWater){
if (!gl_FrontFacing) {
wave.normal = -wave.normal;
}
normal = mix(normalize(gl_NormalMatrix * wave.normal), normal, PHYSICS_OCEAN_TRANSITION);
Albedo = mix(Albedo, vec3(1.0), wave.foam);
gl_FragData[0].a = mix(1.0/255.0, 1.0, wave.foam);
}
#endif
#ifdef LARGE_WAVE_DISPLACEMENT #ifdef LARGE_WAVE_DISPLACEMENT
if (isWater){ if (isWater){
normal = viewToWorld(normal) ; normal = viewToWorld(normal);
normal.xz = shitnormal.xy; normal.xz = shitnormal.xy;
normal = worldToView(normal); normal = worldToView(normal);
} }
@ -485,7 +515,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
NormalTex.xy = NormalTex.xy*2.0-1.0; NormalTex.xy = NormalTex.xy*2.0-1.0;
NormalTex.z = clamp(sqrt(1.0 - dot(NormalTex.xy, NormalTex.xy)),0.0,1.0); NormalTex.z = clamp(sqrt(1.0 - dot(NormalTex.xy, NormalTex.xy)),0.0,1.0);
#ifndef HAND #if !defined HAND
if (isWater){ if (isWater){
vec3 playerPos = (mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz); vec3 playerPos = (mat3(gbufferModelViewInverse) * viewPos + gbufferModelViewInverse[3].xyz);
vec3 waterPos = playerPos; vec3 waterPos = playerPos;
@ -511,10 +541,18 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
// tangent space normals for refraction // tangent space normals for refraction
TangentNormal = NormalTex.xy; TangentNormal = NormalTex.xy;
normal = applyBump(tbnMatrix, NormalTex.xyz, 1.0); #if defined PHYSICSMOD_OCEAN_SHADER && defined PHYSICS_OCEAN
worldSpaceNormal = normalize(viewToWorld(normal).xyz); normal = applyBump(tbnMatrix, NormalTex.xyz, PHYSICS_OCEAN_TRANSITION);
#else
normal = applyBump(tbnMatrix, NormalTex.xyz, 1.0);
#endif
worldSpaceNormal = viewToWorld(normal);
#if defined PHYSICSMOD_OCEAN_SHADER && defined PHYSICS_OCEAN
if (isWater) TangentNormal = normalize(wave.normal).xz;
#endif
// TangentNormal = clamp(TangentNormal + (blueNoise()*2.0-1.0)*0.005,-1.0,1.0);
float nameTagMask = 0.0; float nameTagMask = 0.0;
#if defined ENTITIES && defined IS_IRIS #if defined ENTITIES && defined IS_IRIS
@ -679,6 +717,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
// if nothing is chosen, no smoothness and no reflectance // if nothing is chosen, no smoothness and no reflectance
vec2 specularValues = vec2(1.0, 0.0); vec2 specularValues = vec2(1.0, 0.0);
// hardcode specular values for select blocks like glass, water, and slime // hardcode specular values for select blocks like glass, water, and slime
if(isReflective) specularValues = vec2(1.0, harcodedF0); if(isReflective) specularValues = vec2(1.0, harcodedF0);
@ -708,7 +747,6 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
float Shadows = 0.0; float Shadows = 0.0;
#endif #endif
vec3 specularReflections = specularReflections(viewPos, normalize(feetPlayerPos), WsunVec, vec3(blueNoise(), vec2(interleaved_gradientNoise_temporal())), worldSpaceNormal, roughness, f0, Albedo, FinalColor*gl_FragData[0].a, DirectLightColor * Shadows, lightmap.y, isHand, isWater, reflectance, flashLightSpecularData); vec3 specularReflections = specularReflections(viewPos, normalize(feetPlayerPos), WsunVec, vec3(blueNoise(), vec2(interleaved_gradientNoise_temporal())), worldSpaceNormal, roughness, f0, Albedo, FinalColor*gl_FragData[0].a, DirectLightColor * Shadows, lightmap.y, isHand, isWater, reflectance, flashLightSpecularData);
gl_FragData[0].a = gl_FragData[0].a + (1.0-gl_FragData[0].a) * reflectance; gl_FragData[0].a = gl_FragData[0].a + (1.0-gl_FragData[0].a) * reflectance;
@ -749,7 +787,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
if(gl_FragCoord.x*texelSize.x < 0.47) gl_FragData[0] = vec4(0.0); if(gl_FragCoord.x*texelSize.x < 0.47) gl_FragData[0] = vec4(0.0);
#endif #endif
#if DEBUG_VIEW == debug_NORMALS #if DEBUG_VIEW == debug_NORMALS
gl_FragData[0].rgb = worldSpaceNormal * 0.1; gl_FragData[0].rgb = vec3(worldSpaceNormal.x,worldSpaceNormal.y*0,worldSpaceNormal.z*0) * 0.1;
gl_FragData[0].a = 1; gl_FragData[0].a = 1;
#endif #endif
#if DEBUG_VIEW == debug_INDIRECT #if DEBUG_VIEW == debug_INDIRECT

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@ -6,6 +6,10 @@
uniform float frameTimeCounter; uniform float frameTimeCounter;
#include "/lib/Shadow_Params.glsl" #include "/lib/Shadow_Params.glsl"
#if defined PHYSICSMOD_OCEAN_SHADER
#include "/lib/oceans.glsl"
#endif
/* /*
!! DO NOT REMOVE !! !! DO NOT REMOVE !!
This code is from Chocapic13' shaders This code is from Chocapic13' shaders
@ -111,12 +115,25 @@ vec3 getWaveNormal(vec3 posxz, float range){
void main() { void main() {
#if defined PHYSICSMOD_OCEAN_SHADER && defined PHYSICS_OCEAN
// basic texture to determine how shallow/far away from the shore the water is
physics_localWaviness = texelFetch(physics_waviness, ivec2(gl_Vertex.xz) - physics_textureOffset, 0).r;
// transform gl_Vertex (since it is the raw mesh, i.e. not transformed yet)
vec4 finalPosition = vec4(gl_Vertex.x, gl_Vertex.y + physics_waveHeight(gl_Vertex.xz, PHYSICS_ITERATIONS_OFFSET, physics_localWaviness, physics_gameTime), gl_Vertex.z, gl_Vertex.w);
// pass this to the fragment shader to fetch the texture there for per fragment normals
physics_localPosition = finalPosition.xyz;
vec3 position = mat3(gl_ModelViewMatrix) * vec3(finalPosition) + gl_ModelViewMatrix[3].xyz;
#else
vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
#endif
// lmtexcoord.xy = (gl_MultiTexCoord0).xy; // lmtexcoord.xy = (gl_MultiTexCoord0).xy;
lmtexcoord.xy = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy; lmtexcoord.xy = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
vec2 lmcoord = gl_MultiTexCoord1.xy / 240.0; vec2 lmcoord = gl_MultiTexCoord1.xy / 240.0;
lmtexcoord.zw = lmcoord; lmtexcoord.zw = lmcoord;
vec3 position = mat3(gl_ModelViewMatrix) * vec3(gl_Vertex) + gl_ModelViewMatrix[3].xyz;
#ifdef LARGE_WAVE_DISPLACEMENT #ifdef LARGE_WAVE_DISPLACEMENT
if(mc_Entity.x == 8.0) { if(mc_Entity.x == 8.0) {
@ -184,8 +201,8 @@ void main() {
binormal = normalize(cross(tangent2.rgb,normalMat.xyz)*at_tangent.w); binormal = normalize(cross(tangent2.rgb,normalMat.xyz)*at_tangent.w);
mat3 tbnMatrix = mat3(tangent2.x, binormal.x, normalMat.x, mat3 tbnMatrix = mat3(tangent2.x, binormal.x, normalMat.x,
tangent2.y, binormal.y, normalMat.y, tangent2.y, binormal.y, normalMat.y,
tangent2.z, binormal.z, normalMat.z); tangent2.z, binormal.z, normalMat.z);
flatnormal = normalMat.xyz; flatnormal = normalMat.xyz;

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@ -190,7 +190,7 @@ vec3 doRefractionEffect( inout vec2 texcoord, vec2 normal, float linearDistance,
// make the tangent space normals match the directions of the texcoord UV, this greatly improves the refraction effect. // make the tangent space normals match the directions of the texcoord UV, this greatly improves the refraction effect.
vec2 UVNormal = vec2(normal.x,-normal.y); vec2 UVNormal = vec2(normal.x,-normal.y);
float refractionMult = 0.3 / (1.0 + linearDistance); float refractionMult = 0.3 / (1.0 + linearDistance*0.5);
float diffractionMult = 0.035; float diffractionMult = 0.035;
float smudgeMult = 1.0; float smudgeMult = 1.0;

232
shaders/lib/oceans.glsl Normal file
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@ -0,0 +1,232 @@
// THIS FILE IS PUBLIC DOMAIN SO USE IT HOWEVER YOU WANT!
// to make it compatible with your shaderpack use:
#define PHYSICS_OCEAN_SUPPORT
// at the top of your file. When used my mod no longer injects code into
// your shaderpack. It replaces this define statement (before compilation) with
#define PHYSICS_OCEAN
// so you can use
#ifdef PHYSICS_OCEAN
#endif
// #ifdef PhysicsMod_support
// to customize the water for the physics ocean
// just some basic consts for the wave function based on afl_ext's shader https://www.shadertoy.com/view/Xdlczl
// the overall shape must stay consistent because it is also computed on the CPU side
// to offset entities (though a custom CPU integration of your shader is possible by
// contacting me on my discord server https://discord.gg/VsNs9xP)
const int PHYSICS_ITERATIONS_OFFSET = 13;
const float PHYSICS_DRAG_MULT = 0.048;
const float PHYSICS_XZ_SCALE = 0.035;
const float PHYSICS_TIME_MULTIPLICATOR = 0.45;
const float PHYSICS_W_DETAIL = 0.75;
const float PHYSICS_FREQUENCY = 6.0;
const float PHYSICS_SPEED = 2.0;
const float PHYSICS_WEIGHT = 0.8;
const float PHYSICS_FREQUENCY_MULT = 1.18;
const float PHYSICS_SPEED_MULT = 1.07;
const float PHYSICS_ITER_INC = 12.0;
const float PHYSICS_NORMAL_STRENGTH = 0.6;
// this is the surface detail from the physics options, ranges from 13 to 48 (yeah I know weird)
uniform int physics_iterationsNormal;
// used to offset the 0 point of wave meshes to keep the wave function consistent even
// though the mesh totally changes
uniform vec2 physics_waveOffset;
// used for offsetting the local position to fetch the right pixel of the waviness texture
uniform ivec2 physics_textureOffset;
// time in seconds that can go faster dependent on weather conditions (affected by weather strength
// multiplier in ocean settings
uniform float physics_gameTime;
// base value is 13 and gets multiplied by wave height in ocean settings
uniform float physics_oceanHeight;
// basic texture to determine how shallow/far away from the shore the water is
uniform sampler2D physics_waviness;
// basic scale for the horizontal size of the waves
uniform float physics_oceanWaveHorizontalScale;
// used to offset the model to know the ripple position
uniform vec3 physics_modelOffset;
// used for offsetting the ripple texture
uniform float physics_rippleRange;
// controlling how much foam generates on the ocean
uniform float physics_foamAmount;
// controlling the opacity of the foam
uniform float physics_foamOpacity;
// texture containing the ripples (basic bump map)
uniform sampler2D physics_ripples;
// foam noise
uniform sampler3D physics_foam;
// just the generic minecraft lightmap, you can remove this and use the one supplied by Optifine/Iris
uniform sampler2D physics_lightmap;
#if defined PHYSICSMOD_VERTEX
// for the vertex shader stage
out vec3 physics_localPosition;
out float physics_localWaviness;
#endif
#if defined PHYSICSMOD_FRAGMENT
// for the fragment shader stage
in vec3 physics_localPosition;
in float physics_localWaviness;
#endif
float physics_waveHeight(vec2 position, int iterations, float factor, float time) {
position = (position - physics_waveOffset) * PHYSICS_XZ_SCALE * physics_oceanWaveHorizontalScale;
float iter = 0.0;
float frequency = PHYSICS_FREQUENCY;
float speed = PHYSICS_SPEED;
float weight = 1.0;
float height = 0.0;
float waveSum = 0.0;
float modifiedTime = time * PHYSICS_TIME_MULTIPLICATOR;
for (int i = 0; i < iterations; i++) {
vec2 direction = vec2(sin(iter), cos(iter));
float x = dot(direction, position) * frequency + modifiedTime * speed;
float wave = exp(sin(x) - 1.0);
float result = wave * cos(x);
vec2 force = result * weight * direction;
position -= force * PHYSICS_DRAG_MULT;
height += wave * weight;
iter += PHYSICS_ITER_INC;
waveSum += weight;
weight *= PHYSICS_WEIGHT;
frequency *= PHYSICS_FREQUENCY_MULT;
speed *= PHYSICS_SPEED_MULT;
}
return height / waveSum * physics_oceanHeight * factor - physics_oceanHeight * factor * 0.5;
}
vec2 physics_waveDirection(vec2 position, int iterations, float time) {
position = (position - physics_waveOffset) * PHYSICS_XZ_SCALE * physics_oceanWaveHorizontalScale;
float iter = 0.0;
float frequency = PHYSICS_FREQUENCY;
float speed = PHYSICS_SPEED;
float weight = 1.0;
float waveSum = 0.0;
float modifiedTime = time * PHYSICS_TIME_MULTIPLICATOR;
vec2 dx = vec2(0.0);
for (int i = 0; i < iterations; i++) {
vec2 direction = vec2(sin(iter), cos(iter));
float x = dot(direction, position) * frequency + modifiedTime * speed;
float wave = exp(sin(x) - 1.0);
float result = wave * cos(x);
vec2 force = result * weight * direction;
dx += force / pow(weight, PHYSICS_W_DETAIL);
position -= force * PHYSICS_DRAG_MULT;
iter += PHYSICS_ITER_INC;
waveSum += weight;
weight *= PHYSICS_WEIGHT;
frequency *= PHYSICS_FREQUENCY_MULT;
speed *= PHYSICS_SPEED_MULT;
}
return vec2(dx / pow(waveSum, 1.0 - PHYSICS_W_DETAIL));
}
vec3 physics_waveNormal(const in vec2 position, const in vec2 direction, const in float factor, const in float time) {
float oceanHeightFactor = physics_oceanHeight / 13.0;
float totalFactor = oceanHeightFactor * factor;
vec3 waveNormal = normalize(vec3(direction.x * totalFactor, PHYSICS_NORMAL_STRENGTH, direction.y * totalFactor));
vec2 eyePosition = position + physics_modelOffset.xz;
vec2 rippleFetch = (eyePosition + vec2(physics_rippleRange)) / (physics_rippleRange * 2.0);
vec2 rippleTexelSize = vec2(2.0 / textureSize(physics_ripples, 0).x, 0.0);
float left = texture(physics_ripples, rippleFetch - rippleTexelSize.xy).r;
float right = texture(physics_ripples, rippleFetch + rippleTexelSize.xy).r;
float top = texture(physics_ripples, rippleFetch - rippleTexelSize.yx).r;
float bottom = texture(physics_ripples, rippleFetch + rippleTexelSize.yx).r;
float totalEffect = left + right + top + bottom;
float normalx = left - right;
float normalz = top - bottom;
vec3 rippleNormal = normalize(vec3(normalx, 1.0, normalz));
return normalize(mix(waveNormal, rippleNormal, pow(totalEffect, 0.5)));
}
struct WavePixelData {
vec2 direction;
vec2 worldPos;
vec3 normal;
float foam;
float height;
};
WavePixelData physics_wavePixel(const in vec2 position, const in float factor, const in float iterations, const in float time) {
vec2 wavePos = (position.xy - physics_waveOffset) * PHYSICS_XZ_SCALE * physics_oceanWaveHorizontalScale;
float iter = 0.0;
float frequency = PHYSICS_FREQUENCY;
float speed = PHYSICS_SPEED;
float weight = 1.0;
float height = 0.0;
float waveSum = 0.0;
float modifiedTime = time * PHYSICS_TIME_MULTIPLICATOR;
vec2 dx = vec2(0.0);
for (int i = 0; i < iterations; i++) {
vec2 direction = vec2(sin(iter), cos(iter));
float x = dot(direction, wavePos) * frequency + modifiedTime * speed;
float wave = exp(sin(x) - 1.0);
float result = wave * cos(x);
vec2 force = result * weight * direction;
dx += force / pow(weight, PHYSICS_W_DETAIL);
wavePos -= force * PHYSICS_DRAG_MULT;
height += wave * weight;
iter += PHYSICS_ITER_INC;
waveSum += weight;
weight *= PHYSICS_WEIGHT;
frequency *= PHYSICS_FREQUENCY_MULT;
speed *= PHYSICS_SPEED_MULT;
}
WavePixelData data;
data.direction = -vec2(dx / pow(waveSum, 1.0 - PHYSICS_W_DETAIL));
data.worldPos = wavePos / physics_oceanWaveHorizontalScale / PHYSICS_XZ_SCALE;
data.height = height / waveSum * physics_oceanHeight * factor - physics_oceanHeight * factor * 0.5;
data.normal = physics_waveNormal(position, data.direction, factor, time) ;
float waveAmplitude = data.height * pow(max(data.normal.y, 0.0), 4.0);
vec2 waterUV = mix(position - physics_waveOffset, data.worldPos, clamp(factor * 2.0, 0.2, 1.0));
vec2 s1 = textureLod(physics_foam, vec3(waterUV * 0.26, time / 360.0), 0).rg;
vec2 s2 = textureLod(physics_foam, vec3(waterUV * 0.02, time / 360.0 + 0.5), 0).rg;
vec2 s3 = textureLod(physics_foam, vec3(waterUV * 0.1, time / 360.0 + 1.0), 0).rg;
float waterSurfaceNoise = s1.r * s2.r * s3.r * 2.8 * physics_foamAmount;
waveAmplitude = clamp(waveAmplitude * 1.2, 0.0, 1.0);
waterSurfaceNoise = (1.0 - waveAmplitude) * waterSurfaceNoise + waveAmplitude * physics_foamAmount;
float worleyNoise = 0.2 + 0.8 * s1.g * (1.0 - s2.g);
float waterFoamMinSmooth = 0.45;
float waterFoamMaxSmooth = 2.0;
waterSurfaceNoise = smoothstep(waterFoamMinSmooth, 1.0, waterSurfaceNoise) * worleyNoise;
data.foam = clamp(waterFoamMaxSmooth * waterSurfaceNoise * physics_foamOpacity, 0.0, 1.0);
return data;
}
/*
// VERTEX STAGE
void main() {
// basic texture to determine how shallow/far away from the shore the water is
physics_localWaviness = texelFetch(physics_waviness, ivec2(gl_Vertex.xz) - physics_textureOffset, 0).r;
// transform gl_Vertex (since it is the raw mesh, i.e. not transformed yet)
vec4 finalPosition = vec4(gl_Vertex.x, gl_Vertex.y + physics_waveHeight(gl_Vertex.xz, PHYSICS_ITERATIONS_OFFSET, physics_localWaviness, physics_gameTime), gl_Vertex.z, gl_Vertex.w);
// pass this to the fragment shader to fetch the texture there for per fragment normals
physics_localPosition = finalPosition.xyz;
// now use finalPosition instead of gl_Vertex
}
// FRAGMENT STAGE
void main() {
WavePixelData wave = physics_wavePixel(physics_localPosition.xz, physics_localWaviness, physics_iterationsNormal, physics_gameTime);
// access the wave struct data however you want, wave.normal is in world space, wave.foam is the final foam amount
}
*/

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@ -119,7 +119,7 @@ vec3 rayTraceSpeculars(vec3 dir, vec3 position, float dither, float quality, boo
vec3 spos = clipPosition*vec3(RENDER_SCALE,1.0) + stepv*(dither-0.5); vec3 spos = clipPosition*vec3(RENDER_SCALE,1.0) + stepv*(dither-0.5);
#ifdef DEFERRED_SPECULAR #if defined DEFERRED_SPECULAR && defined TAA
spos.xy += TAA_Offset*texelSize*0.5/RENDER_SCALE; spos.xy += TAA_Offset*texelSize*0.5/RENDER_SCALE;
#endif #endif
@ -130,12 +130,9 @@ vec3 rayTraceSpeculars(vec3 dir, vec3 position, float dither, float quality, boo
float sp = invLinZ(sqrt(texelFetch2D(colortex4,ivec2(spos.xy/texelSize/4.0),0).a/65000.0)); float sp = invLinZ(sqrt(texelFetch2D(colortex4,ivec2(spos.xy/texelSize/4.0),0).a/65000.0));
// if(hand) convertHandDepth(sp);
float currZ = linZ(spos.z); float currZ = linZ(spos.z);
float nextZ = linZ(sp); float nextZ = linZ(sp);
// if(abs(nextZ-currZ) < mix(0.005,0.5,currZ*currZ) && sp < max(minZ,maxZ) && sp > min(minZ,maxZ)) return vec3(spos.xy/RENDER_SCALE,sp);
if(sp < max(minZ,maxZ) && sp > min(minZ,maxZ)) return vec3(spos.xy/RENDER_SCALE,sp); if(sp < max(minZ,maxZ) && sp > min(minZ,maxZ)) return vec3(spos.xy/RENDER_SCALE,sp);
minZ = maxZ-biasAmount / currZ; minZ = maxZ-biasAmount / currZ;
@ -162,7 +159,7 @@ vec4 screenSpaceReflections(
vec4 reflection = vec4(0.0); vec4 reflection = vec4(0.0);
float reflectionLength = 0.0; float reflectionLength = 0.0;
float quality = 30.0f;//mix(10.0f, 30.0f, fresnel); float quality = 30.0f;
vec3 raytracePos = rayTraceSpeculars(reflectedVector, viewPos, noise, quality, isHand, reflectionLength, fresnel); vec3 raytracePos = rayTraceSpeculars(reflectedVector, viewPos, noise, quality, isHand, reflectionLength, fresnel);

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@ -0,0 +1,7 @@
#version 120
#define PHYSICSMOD_FRAGMENT
#define PHYSICSMOD_OCEAN_SHADER
#define OVERWORLD_SHADER
#include "/dimensions/all_translucent.fsh"

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@ -0,0 +1,7 @@
#version 120
#define PHYSICSMOD_VERTEX
#define PHYSICSMOD_OCEAN_SHADER
#define OVERWORLD_SHADER
#include "/dimensions/all_translucent.vsh"