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Added more high-frequency water wave
1 parent daf54f8 commit dae53f0

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2 files changed

+18
-18
lines changed

2 files changed

+18
-18
lines changed

shaders/pass/geometry/GBufferTranslucent.frag.glsl

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -151,7 +151,7 @@ GBufferData processOutput() {
151151
float rayVectorLength = length(rayVector);
152152
vec3 rayDir = rayVector / rayVectorLength;
153153

154-
const float MAX_WAVE_HEIGHT = -rcp(0.8349056);
154+
const float MAX_WAVE_HEIGHT = -rcp(0.83);
155155

156156
vec2 prevXY = vec2(0.0, 1.0);
157157

@@ -191,7 +191,7 @@ GBufferData processOutput() {
191191
}
192192

193193
waveWorldPos = samplePos;
194-
zOffset = fi * PARALLAX_STRENGTH + 0.4 / rayDir.y;
194+
zOffset = fi * PARALLAX_STRENGTH * 0.5 + 0.4 / rayDir.y;
195195
break;
196196
}
197197

shaders/techniques/WaterWave.glsl

Lines changed: 16 additions & 16 deletions
Original file line numberDiff line numberDiff line change
@@ -43,53 +43,53 @@ float waveHeight(vec3 wavePos, bool base) {
4343

4444
waveTexCoord = MAT2_GOLDEN_ANGLE * (waveTexCoord + waveTime * -0.025);
4545

46-
float amp = 0.4;
4746
float wave = 0.0;
4847

4948
if (base) {
5049
#ifdef DISTANT_HORIZONS
51-
wave += amp * sampleNoise((waveTexCoord + curl + waveTime * 0.31) * vec2(0.1, 0.06)) * 2.0; // 0.8
50+
wave += 0.4 * sampleNoise((waveTexCoord + curl + waveTime * 0.31) * vec2(0.1, 0.06)) * 2.0; // 0.8
5251
#endif
53-
wave += amp * sampleNoise((waveTexCoord + curl + waveTime * 0.29) * vec2(0.5, 0.8)); // 1.2
52+
wave += 0.4 * sampleNoise((waveTexCoord + curl + waveTime * 0.29) * vec2(0.5, 0.8)); // 1.2
5453
}
5554

5655
// base [0.0, 1.2]
5756

58-
// detail [-0.8349056, 0.0]
59-
amp *= -0.38; // -0.152
57+
// detail [-0.83, 0.0]
6058
waveTexCoord = MAT2_GOLDEN_ANGLE * (waveTexCoord * 2.23);
6159
curl = MAT2_GOLDEN_ANGLE * (curl * 1.85);
6260
{
6361
waveTexCoordOgCurl = MAT2_GOLDEN_ANGLE * waveTexCoordOgCurl;
6462
vec2 curlCoord2 = waveTexCoordOgCurl * 0.72;
6563
curlCoord2 -= waveTime * 1.28;
6664
curlCoord2 -= (MAT2_GOLDEN_ANGLE * waveTime) * 1.57;
67-
curl += textureLod(usam_waveHFCurl, curlCoord2, 0.0).rg * 0.021;
65+
curl += textureLod(usam_waveHFCurl, curlCoord2, 0.0).rg * 0.028;
6866
}
6967

70-
wave += amp * sampleNoise((waveTexCoord + curl - waveTime * 0.86) * vec2(-0.85, 0.52)); // -0.152
68+
wave += -0.12 * sampleNoise((waveTexCoord + curl - waveTime * 0.86) * vec2(-0.85, 0.52)); // -0.152
7169

72-
amp *= 2.08; // -0.31616
7370
waveTexCoord = MAT2_GOLDEN_ANGLE * (waveTexCoord * 1.03 - waveTime * 2.17);
7471
curl = MAT2_GOLDEN_ANGLE * (curl * 1.65);
7572

76-
wave += amp * (sampleNoise((waveTexCoord + curl) * vec2(-0.13, -0.36))) * 2.0; // -0.78432
73+
wave += -0.59 * (sampleNoise((waveTexCoord + curl) * vec2(-0.13, -0.36))); // -0.63232
7774

78-
amp *= 0.16; // -0.0505856
79-
waveTexCoord = MAT2_GOLDEN_ANGLE * (waveTexCoord * 2.02 - waveTime * 2.48);
80-
curl = MAT2_GOLDEN_ANGLE * (curl * 1.25);
75+
waveTexCoord = MAT2_GOLDEN_ANGLE * (waveTexCoord * 1.58 - waveTime * 1.48);
76+
curl = MAT2_GOLDEN_ANGLE * (curl * 1.35);
8177

8278
{
8379
waveTexCoordOgCurl = MAT2_GOLDEN_ANGLE * waveTexCoordOgCurl;
8480
vec2 curlCoord2 = waveTexCoordOgCurl;
85-
curlCoord2 = curlCoord2 * 1.99;
81+
curlCoord2 = curlCoord2 * 2.33;
8682
curlCoord2 += sin(timeV * 6.1 + 2.1) * 0.032 * CURL_DIR;
87-
curlCoord2 -= waveTime * 2.57;
83+
curlCoord2 -= waveTime * 2.07;
8884
curlCoord2 -= (MAT2_GOLDEN_ANGLE * waveTime) * 1.43;
89-
curl += textureLod(usam_waveHFCurl, curlCoord2, 0.0).rg * 0.038;
85+
curl += textureLod(usam_waveHFCurl, curlCoord2, 0.0).rg * 0.078;
9086
}
87+
wave += -0.07 * sampleNoise((waveTexCoord + curl) * vec2(-0.57, -0.69) + waveTime * vec2(3.2, -5.1)); // -0.8349056
9188

92-
wave += amp * sampleNoise((waveTexCoord + curl) * vec2(-0.57, -0.89) + waveTime * vec2(1.6, -5.8)); // -0.8349056
89+
waveTexCoord = MAT2_GOLDEN_ANGLE * (waveTexCoord * 1.97 - waveTime * 1.38);
90+
curl = MAT2_GOLDEN_ANGLE * (curl * 1.73);
91+
92+
wave += -0.05 * sampleNoise((waveTexCoord + curl) * vec2(0.4, 0.6) - waveTime * vec2(1.1, 1.1)); // -0.8601984
9393

9494
return wave;
9595
}

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