Erik Hofman
d240a9b138
Improved frozen-lake texture without snow
2021-12-25 10:55:09 +01:00
Erik Hofman
a36a7c96ac
Make a distinction between ocean and non-ocean, for which a flag was already available, when animating moving ice-texures.
2021-12-23 14:50:26 +01:00
Erik Hofman
b43a04895c
Prevent water ice-textures from moving around.
2021-12-23 14:22:48 +01:00
Stuart Buchanan
eaf03b6005
Add object shadows to water
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commit 918aa4402143638133153dff722ef3a6b4feead7
Author: vs <vs2009@mail.com>
Date: Sat Nov 20 23:38:52 2021 +1000
ALS water effect & shaders:
Add object shadows for water in a similar fashion to terrain.
Add commented out code of what should be the shader part of clustered lighting for the compositor. getClusteredLightsContribution() normally multiplies the texel by light contributions. It is fed input such that the light contribution term is similar to secondary lights in the water lighting equation, and both are added together.
2021-12-05 14:15:27 +00:00
Erik Hofman
8c01478ed8
It's now possible to create a overrides of water colour and shallowness for waterbodies through regional definitions. Note: Overrides are constant and apply throughout the waterbody. This is mainly useful for inland waterbodies.
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- Added overrides as parameter values for: water floor_colour (vec3 RBG colours. Range: 0 to 1. Defaults: old inland map colour, a blue ocean colour.), water_shallowness (Same as depth map texture. Range: 0 to 1. Defaults: 1.0 inland, 0.7 ocean). The corresponding texture lookup branches are also gated by these uniform flags for performance reasons.
2021-05-10 11:52:45 +02:00
Erik Hofman
3ae3f95abd
Use the alpha channel of the depth map
2021-05-09 14:26:18 +02:00
Erik Hofman
055ce55be4
Use a Gray-Alpha texture for water depth information and use the globe-colors.jpg texture for water color.
2021-05-07 15:14:56 +02:00
Erik Hofman
79e1ca771f
Perfect the water depth calculation based on water colors
2021-05-03 14:36:07 +02:00
Erik Hofman
d145a52ac1
I forgot that the ocean depth was in the alpha channel but work around that by using the RGB colors to do the same
2021-05-02 13:01:52 +02:00
Thorsten Renk
7c72687ed7
ALS: rotor wash effect for volumetric grass and water shaders
2017-06-27 11:01:23 +03:00
Thorsten Renk
5bd2faab04
Preparation for filtering (gamma, brightness, night vision) for ALS
2016-03-14 11:43:55 +02:00
Thorsten Renk
def0ee20d4
Vertical offset for ALS landing lights by Wayne Bragg
2015-10-22 12:06:12 +03:00
Thorsten Renk
fa7085b965
Tentative fix for ATI water reflection issue
2015-04-18 11:08:33 +03:00
Thorsten Renk
2c0513816c
ALS maintenance - reworked light curves, streamlining, minor bugfixes,...
2014-12-15 15:50:47 +02:00
Thorsten Renk
f2c81c9dcb
ALS maintenance, haze color balance at low light improved and dependent on air pollution
2014-12-11 13:02:40 +02:00
Thorsten Renk
fddf1edc54
Rayleigh effect reworked with fog illumination as proxy for scene light, small bugfixes
2014-12-03 13:50:05 +02:00
Thorsten Renk
dc791861d2
ALS maintenance: proper order of argument in smoothstep, night behaviour of wake, streamlining of if() statements,...
2014-12-02 11:18:02 +02:00
Thorsten Renk
77e382be75
Continuous water coloring between ocean and inland
2014-11-12 09:16:32 +02:00
Thorsten Renk
6376ba1964
Improvements to sky reflection in ALS water shaders
2014-10-31 12:25:59 +02:00
Thorsten Renk
17b03d0b99
Bugfixes for ALS water shader lower terrain quality inconsistencies
2014-10-11 16:46:12 +03:00
Thorsten Renk
b2fd34b3f4
ALS secondary lights work on water
2014-10-09 10:52:44 +03:00