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authorQlonever <42286723+Qlonever@users.noreply.github.com>2023-04-12 15:49:30 -0400
committerelsid <elsid.mail@gmail.com>2023-04-16 16:04:53 +0200
commitbe10e0f85d691085b17c068250432b053cc524b3 (patch)
treeca09510dfd66b20c9dfde7fdedfdbd6b2bcca018
parent3391083795249a673f5bf8c72c34078473e6113c (diff)
Reduce range of radial fade with disabled reverse Zdepth-refraction
-rw-r--r--files/shaders/compatibility/water.frag6
1 files changed, 3 insertions, 3 deletions
diff --git a/files/shaders/compatibility/water.frag b/files/shaders/compatibility/water.frag
index 9dcffeacc4..d125c41a4b 100644
--- a/files/shaders/compatibility/water.frag
+++ b/files/shaders/compatibility/water.frag
@@ -153,8 +153,8 @@ void main(void)
// while avoiding oddities when the water plane is close to the clipping plane
#if @reverseZ
radialise = radialDepth / linearDepth;
- #else
- radialise = mix(1.0, radialDepth / linearDepth, clamp(max(abs(cameraPos.z) - 14.0, 0.0) / 135.0, 0.0, 1.0));
+ #else
+ radialise = mix(1.0, radialDepth / linearDepth, clamp(max(abs(cameraPos.z) - 15.0, 0.0) / 30.0, 0.0, 1.0));
#endif
#else
float radialDepth = 0.0;
@@ -199,7 +199,7 @@ void main(void)
else
{
depthCorrection = sqrt(1.0 + 4.0 * DEPTH_FADE * DEPTH_FADE);
- refraction = mix(refraction, waterColor, clamp(DEPTH_FADE * DEPTH_FADE / (-0.5 * depthCorrection + 0.5 - waterDepthDistorted / VISIBILITY) + 0.5 * depthCorrection + 0.5, 0.0, 1.0));
+ refraction = mix(refraction, waterColor, clamp(DEPTH_FADE * DEPTH_FADE / (-0.5 * depthCorrection + 0.5 - waterDepthDistorted / VISIBILITY) + 0.5 * depthCorrection + 0.5, 0.0, 1.0));
}
// sunlight scattering