further tweak water & ssao shaders

This commit is contained in:
2022-02-26 14:05:55 +08:00
parent a71acc22a0
commit 7d7778f53d
3 changed files with 17 additions and 9 deletions

View File

@@ -24,11 +24,13 @@ out vec4 outputColor;
const float gamma = 2.2;
const float ambient = 0.3, specularStrength = 1.6, specularShininess = 128;
const float ambient = 0.3, specularStrength = 1.6, specularShininess = 256;
const float fogDensity = .00003;
float sunalpha = 0;
vec3 suncolor = vec3(0);
float light;
vec3 color = vec3(0);
void lightSun();
@@ -52,7 +54,8 @@ void main() {
float waterDepth = (fragPosView.z-texture(gPos, gl_FragCoord.xy/screenSize).a);
float waterFactor = pow(alpha, waterDepth);
outputColor = vec4(color*waterFactor, min(1-waterFactor + sunalpha, 1));
float waterAlpha = min(1-waterFactor + sunalpha, 1);
outputColor = vec4(color*waterFactor*waterAlpha + suncolor, waterAlpha);
}
void lightSun() {
@@ -67,7 +70,7 @@ void lightSun() {
float shadow = lightSunShadow();
light += diffuse * shadow;
color += vec3(specular) * shadow;
suncolor += vec3(specular) * shadow;
if (specular*shadow > 1.0f)
sunalpha += specular*shadow - 1.0f;