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feat: water effects (#19)
* feat(shaders): add lighting to block accumulation OIT shaders * feat(renderer): add water rendering with OIT and new shaders * feat(water): implement screen-space reflection and refraction for water with depth fade and perturbation * refactor(shader): replace glUniform calls with generic set_loc and remove cached locations * feat(water): add noise-based caustics and configurable fog density * 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) * feat(underwater): add volume scattering and shadow mapping for light shafts
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@@ -46,7 +46,7 @@ float fbm(vec2 p) {
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return v;
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}
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void main(void) {
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vec3 computeSkyColor(vec3 dir) {
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vec3 sund = normalize(sunDir);
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float t =
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@@ -88,6 +88,13 @@ void main(void) {
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sky += glow * sunColor;
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return sky;
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}
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void main(void) {
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vec3 sky = computeSkyColor(dir);
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frag_color = vec4(sky, 1.0);
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//frag_color = vec4(vec3(sunAmount), 1.0);
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//frag_color = vec4(t,0,0,1);
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