adding waves to water, improving water color, fixing underwater view

This commit is contained in:
2025-06-02 17:30:15 +02:00
parent f6decee5fa
commit f26ad5855d
10 changed files with 86 additions and 51 deletions

View File

@@ -65,9 +65,9 @@ option EnableRadialBlur: bool = true;
fn SampleRadialBlur(uv: vec2[f32]) -> vec4[f32]
{
const center = vec2[f32](0.5, 0.5);
const blur_strength: f32 = 0.01;
const blur_strength: f32 = 0.02;
const samples: i32 = 16;
const fade_start: f32 = -0.1;
const fade_start: f32 = 0.0;
let dir: vec2[f32] = uv - center;
let dist: f32 = length(dir);
@@ -83,7 +83,7 @@ fn SampleRadialBlur(uv: vec2[f32]) -> vec4[f32]
sample_uv -= step;
}
let color = accum_color / f32(samples);
let fade: f32 = clamp((dist - fade_start) / (1.0 - fade_start), 0.0, 1.0);
let fade: f32 = clamp((dist - fade_start) / (1.0 - fade_start) * 1.3, 0.0, 1.0);
return color * (1.0 - fade);
}
@@ -105,7 +105,7 @@ fn main(input: VertOut) -> FragOut
{
const fog_near: f32 = 0.9;
const fog_far: f32 = 1.0;
const fog_color: vec4[f32] = vec4[f32](0.0, 0.0, 0.25, 1.0);
const fog_color: vec4[f32] = vec4[f32](0.001, 0.003, 0.012, 1.0);
let fog_factor: f32 = (fog_far - depth) / (fog_far - fog_near);
fog_factor = clamp(fog_factor, 0.0, 1.0);
output.color = MixVec4f32(fog_color, output.color, fog_factor);