Fixed remaining black artifacts with post waters when using the 1.5 shader and also clamped refraction tex coordinates for under water in both shader
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10503 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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engine/src/core-effects/Common/MatDefs/Water
@ -164,6 +164,7 @@ vec4 underWater(){
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vec3 refraction = color2;
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#ifdef ENABLE_REFRACTION
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texC = texCoord.xy *sin (fresnel+1.0);
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texC = clamp(texC,0.0,1.0);
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refraction = texture2D(m_Texture, texC).rgb;
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#endif
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@ -161,6 +161,7 @@ vec4 underWater(int sampleNum){
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vec3 refraction = color2;
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#ifdef ENABLE_REFRACTION
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texC = texCoord.xy *sin (fresnel+1.0);
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texC = clamp(texC,0.0,1.0);
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#ifdef RESOLVE_MS
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ivec2 iTexC = ivec2(texC * textureSize(m_Texture));
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refraction = texelFetch(m_Texture, iTexC, sampleNum).rgb;
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@ -349,7 +350,7 @@ vec4 main_multiSample(int sampleNum){
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// texC = texCoord.xy+ m_ReflectionDisplace * normal.x;
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texC = texCoord.xy;
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texC += sin(m_Time*1.8 + 3.0 * abs(position.y))* (refractionScale * min(depth2, 1.0));
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texC = clamp(texC,0.0,1.0);
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texC = clamp(texC,vec2(0.0),vec2(0.999));
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#ifdef RESOLVE_MS
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ivec2 iTexC = ivec2(texC * textureSize(m_Texture));
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refraction = texelFetch(m_Texture, iTexC, sampleNum).rgb;
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