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authorjjesswan <jessica_wan@brown.edu>2024-05-10 01:52:52 -0400
committerjjesswan <jessica_wan@brown.edu>2024-05-10 01:52:52 -0400
commitc93b28613dd9c33de29152f987aeec3ca8340f8d (patch)
treeb3f7e39cdc0de827bac057f1a9e08f5f74f5bf84 /resources
parentd2f792c6fee2a6e78dcf2fff77f43ef036c58877 (diff)
parent6aab43ffd2c29a66f71b0684974abd5b2685341c (diff)
merge with new foam fixes
Diffstat (limited to 'resources')
-rw-r--r--resources/shaders/caustics.frag2
-rw-r--r--resources/shaders/caustics.vert2
-rw-r--r--resources/shaders/foam.frag4
-rwxr-xr-xresources/shaders/shader.frag4
4 files changed, 7 insertions, 5 deletions
diff --git a/resources/shaders/caustics.frag b/resources/shaders/caustics.frag
index f746896..5d2569d 100644
--- a/resources/shaders/caustics.frag
+++ b/resources/shaders/caustics.frag
@@ -14,7 +14,7 @@ void main() {
float oldArea = length(dFdx(vec3(pos[0], pos[2], pos[1]))) * length(dFdy(vec3(pos[0], pos[2], pos[1])));
float newArea = length(dFdx(vec3(newPos[0], newPos[2], newPos[1]))) * length(dFdy(vec3(newPos[0], newPos[2], newPos[1])));
float areaRatio = oldArea / newArea;
- float intensity = pow(areaRatio * .3f, 1.5f);
+ float intensity = pow(areaRatio * 1.f, 1.5f);
fragColor = vec4(0.98, 1, .78, intensity * refractProb);
// fragColor = col;
}
diff --git a/resources/shaders/caustics.vert b/resources/shaders/caustics.vert
index 298f5e1..f1e80be 100644
--- a/resources/shaders/caustics.vert
+++ b/resources/shaders/caustics.vert
@@ -45,7 +45,7 @@ void main() {
vec4 sampledNormal = texture(normSamp, vec2((pos + 1) / 2));
sampledNormal = (sampledNormal * 2.f) - 1.f;
col = sampledNormal;
- vec4 newPosAndProb = refractToFloor(vec3(0, 0, 1), pos, normalize(vec3(sampledNormal)), 0.01f);
+ vec4 newPosAndProb = refractToFloor(vec3(0, 0, 1), pos, normalize(vec3(sampledNormal)), 0.005f);
newPos = vec3(newPosAndProb[0], newPosAndProb[1], 0.f);
refractProb = newPosAndProb[3];
// newPos = pos;
diff --git a/resources/shaders/foam.frag b/resources/shaders/foam.frag
index 8d0d9bf..d534ccd 100644
--- a/resources/shaders/foam.frag
+++ b/resources/shaders/foam.frag
@@ -49,5 +49,7 @@ void main() {
if (saturation > m_threshold) j = g*foam*1.8;
- fragColor = j; //vec4(vec3(g), 1);
+ fragColor = j;
+ // fragColor = vec4(vec3(g), 1);
+ // fragColor = vec4(vec3(saturation), 1);
}
diff --git a/resources/shaders/shader.frag b/resources/shaders/shader.frag
index 1b73b96..7fc82ed 100755
--- a/resources/shaders/shader.frag
+++ b/resources/shaders/shader.frag
@@ -44,8 +44,8 @@ float rand(vec4 n) {
}
vec2 uvFromWorldPoint(vec3 point) {
- float u = (point.x - widthBounds[0]) / (widthBounds[1] - widthBounds[0]);
- float v = (point.z - lengthBounds[0]) / (lengthBounds[1] - lengthBounds[0]);
+ float u = (point.x - widthBounds[0] * 50) / (widthBounds[1] * 50 - widthBounds[0] * 50);
+ float v = (point.z - lengthBounds[0] * 50) / (lengthBounds[1] * 50 - lengthBounds[0] * 50);
return vec2(u, v);
}