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fix(water shader): update depth fade and remove underwater check
- Increase DEPTH_FADE_DISTANCE from 8 to 10 - Remove conditional so depth fade always applies - Darken deepColor from (0, 0.08, 0.15) to (0, 0.015, 0.045)
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@@ -237,9 +237,9 @@ void main() {
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vec3 sceneViewPos = reconstructViewPos(screenUV, sceneDepthRaw);
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vec3 sceneViewPos = reconstructViewPos(screenUV, sceneDepthRaw);
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float waterDepth = vert_pos.z - sceneViewPos.z;
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float waterDepth = vert_pos.z - sceneViewPos.z;
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waterDepth = max(waterDepth, 0.0);
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waterDepth = max(waterDepth, 0.0);
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// fully deep water
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const float DEPTH_FADE_DISTANCE = 8.0;
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const float DEPTH_FADE_DISTANCE = 10;
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float depthFactor = underwater ? 0.0 : clamp(waterDepth / DEPTH_FADE_DISTANCE, 0.0, 1.0);
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float depthFactor = clamp(waterDepth / DEPTH_FADE_DISTANCE, 0.0, 1.0);
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if (underwater) {
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if (underwater) {
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reflectColor = vec3(0.0);
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reflectColor = vec3(0.0);
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@@ -287,7 +287,7 @@ void main() {
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if (enableDepthFade) {
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if (enableDepthFade) {
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vec3 shallowColor = vec3(0.4, 0.75, 0.7);
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vec3 shallowColor = vec3(0.4, 0.75, 0.7);
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vec3 deepColor = vec3(0.0, 0.08, 0.15);
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vec3 deepColor = vec3(0.0, 0.015, 0.045);
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vec3 waterTint = mix(shallowColor, deepColor, depthFactor);
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vec3 waterTint = mix(shallowColor, deepColor, depthFactor);
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