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
3.0
rem..om 12 years ago
parent 6f54913af3
commit c689ba4e9b
  1. 1
      engine/src/core-effects/Common/MatDefs/Water/Water.frag
  2. 3
      engine/src/core-effects/Common/MatDefs/Water/Water15.frag

@ -164,6 +164,7 @@ vec4 underWater(){
vec3 refraction = color2;
#ifdef ENABLE_REFRACTION
texC = texCoord.xy *sin (fresnel+1.0);
texC = clamp(texC,0.0,1.0);
refraction = texture2D(m_Texture, texC).rgb;
#endif

@ -161,6 +161,7 @@ vec4 underWater(int sampleNum){
vec3 refraction = color2;
#ifdef ENABLE_REFRACTION
texC = texCoord.xy *sin (fresnel+1.0);
texC = clamp(texC,0.0,1.0);
#ifdef RESOLVE_MS
ivec2 iTexC = ivec2(texC * textureSize(m_Texture));
refraction = texelFetch(m_Texture, iTexC, sampleNum).rgb;
@ -349,7 +350,7 @@ vec4 main_multiSample(int sampleNum){
// texC = texCoord.xy+ m_ReflectionDisplace * normal.x;
texC = texCoord.xy;
texC += sin(m_Time*1.8 + 3.0 * abs(position.y))* (refractionScale * min(depth2, 1.0));
texC = clamp(texC,0.0,1.0);
texC = clamp(texC,vec2(0.0),vec2(0.999));
#ifdef RESOLVE_MS
ivec2 iTexC = ivec2(texC * textureSize(m_Texture));
refraction = texelFetch(m_Texture, iTexC, sampleNum).rgb;

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