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GD3D11 PS_Water sceneWet removal
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--- a/shaders/PS_Water.hlsl 2022-07-30 02:48:23.581429800 +0300 | |
+++ b/shaders/PS_Water.hlsl 2022-07-30 02:48:30.220934200 +0300 | |
@@ -118,14 +118,10 @@ | |
// Darken the scene, to make a wet surface | |
float f = 1-saturate(pow(1-shallowDepth, 8.0f) + clamp(pow(distortionSmall.y, 2), 0.5f, 1.0f)); | |
- float3 sceneWet = lerp(sceneClean, sceneClean * 0.01f, f); // Darken border-scene | |
- scene = lerp(scene, scene * float3(4, 0.2f, 0.1f) * 0.05f, f); // Darken distorted scene | |
- | |
float pxDistance = Input.vTexcoord2.y; | |
scene = lerp(scene, diffuse, 0.73f * max(pow(fresnel,8.0f), 0.5f)); | |
scene.rgb += reflection * 1.0f * fresnel * lerp(1.0f, diffuse, 0.6f); | |
float3 color = lerp(scene, sceneClean, pow(saturate(pxDistance / 35000.0f), 4.0f)); | |
- color = lerp(color, sceneWet, (1-shallowDepth)); | |
color.rgb = ApplyAtmosphericScatteringGround(Input.vWorldPosition, color.rgb); | |
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