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
This commit is contained in:
zhenyan121
2026-06-20 09:04:09 +08:00
committed by GitHub
parent ca3fc5e3bf
commit a8d2ddbacd
16 changed files with 813 additions and 126 deletions

View File

@@ -212,7 +212,7 @@ constexpr float CROSS_NORMALS[2][6][3] = {
{0.0f, 1.0f, 0.0f}}};
#pragma endregion
// [-1, 1]
constexpr float QUAD_VERTICES[] = {
// postion // texcoorlds
-1.0f, 1.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f,