I forgot that the ocean depth was in the alpha channel but work around that by using the RGB colors to do the same
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1 changed files with 25 additions and 23 deletions
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@ -220,7 +220,9 @@ void main(void)
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// get depth map
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vec4 topoTexel = texture2D(topo_map, TopoUV);
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float floorMixFactor = smoothstep(0.3, 0.985, topoTexel.a);
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float topoTexel_a = (topoTexel.r+topoTexel.g+topoTexel.b);
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topoTexel_a = topoTexel_a*topoTexel_a;
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float floorMixFactor = smoothstep(0.3, 0.985, topoTexel_a);
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vec3 floorColour = topoTexel.rgb;
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mat4 RotationMatrix;
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@ -372,7 +374,7 @@ void main(void)
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// the depth map works perfectly fine for both ocean and inland water texels
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refl.rgb = mix(refl.rgb, 0.65* floorColour, floorMixFactor);
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refl.rgb = refl.rgb * (0.5 + 0.5 * smoothstep(0.0,0.3,topoTexel.a));
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refl.rgb = refl.rgb * (0.5 + 0.5 * smoothstep(0.0,0.3,topoTexel_a));
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float intensity;
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@ -518,12 +520,12 @@ void main(void)
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surfFact += washStrength;
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if ((windEffect >= 8.0) || (steepness < 0.999) || (topoTexel.a > 0.98) || (washStrength > 0.5))
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if ((windEffect >= 8.0) || (steepness < 0.999) || (topoTexel_a > 0.98) || (washStrength > 0.5))
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{
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if ((waveSlope > 0.0) && (ocean_flag ==1))
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{
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surfFact = surfFact +(1.0 -smoothstep(0.97,1.0,steepness));
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surfFact += 0.5 * smoothstep(0.98,1.0,topoTexel.a);
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surfFact += 0.5 * smoothstep(0.98,1.0,topoTexel_a);
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}
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waveSlope = waveSlope + 2.0 * surfFact;
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