Refactor Camera and OceanLOD for improved movement and LOD management; enhance shader effects for better visual fidelity

This commit is contained in:
2026-01-31 23:16:31 +01:00
parent b576d6a8cf
commit 5677f03dc2
4 changed files with 190 additions and 87 deletions

View File

@@ -243,6 +243,7 @@
varying vec3 v_normal;
varying float v_waveHeight;
varying float v_foamFactor;
varying float v_distanceFade;
uniform vec3 eyePos;
uniform float uFoamIntensity;
@@ -297,7 +298,7 @@
// Deep and shallow water colors
vec3 deepColor = vec3(0.0, 0.08, 0.15);
vec3 shallowColor = vec3(0.0, 0.35, 0.45);
vec3 skyColor = vec3(0.5, 0.7, 0.9);
vec3 skyColor = vec3(0.55, 0.7, 0.9); // Match skybox horizon color
vec3 foamColor = vec3(0.95, 0.98, 1.0);
// Blend between deep and shallow based on wave height
@@ -343,8 +344,8 @@
// Softer edge fade based on foam factor
foam *= smoothstep(0.0, 0.25, v_foamFactor);
// Additional soft fade at foam edges
foam = pow(foam, 0.7) * uFoamIntensity;
// Additional soft fade at foam edges and fade out at distance
foam = pow(foam, 0.7) * uFoamIntensity * v_distanceFade;
// Combine all lighting
vec3 reflectedColor = mix(oceanColor, skyColor, fresnel);
@@ -353,15 +354,26 @@
// Blend foam on top with slight transparency variation
vec3 finalColor = mix(waterColor, foamColor * clamp(diffuse + 0.4, 0.0, 1.0), foam * 0.85);
// Slight fog for distant water
// Atmospheric fog for distant water - blends to horizon
float dist = length(eyePos - v_fragPos);
float fog = 1.0 - clamp(dist * 0.015, 0.0, 0.6);
finalColor = mix(skyColor * 0.85, finalColor, fog);
// Exponential fog with aggressive horizon fade
float fogFactor = exp(-dist * 0.04);
// Fully fade at stretched horizon vertices
float horizonFade = smoothstep(40.0, 80.0, dist);
fogFactor *= (1.0 - horizonFade);
fogFactor = clamp(fogFactor, 0.0, 1.0);
// Horizon color must exactly match skybox horizon
vec3 horizonColor = vec3(0.55, 0.7, 0.9);
finalColor = mix(horizonColor, finalColor, fogFactor);
gl_FragColor = vec4(finalColor, 1.0);
}
</script>
<script id="default-vs" type="x-shader/x-vertex">
precision mediump float;
attribute vec3 positionAttr;
uniform mat4 view;
@@ -370,11 +382,13 @@
uniform float uTime;
uniform float uWaveHeight;
uniform float uWaveSpeed;
uniform vec3 eyePos;
varying vec3 v_fragPos;
varying vec3 v_normal;
varying float v_waveHeight;
varying float v_foamFactor;
varying float v_distanceFade;
// Gerstner wave function - higher steepness = spikier waves
vec3 gerstnerWave(vec2 pos, float time, vec2 direction, float steepness, float wavelength, out vec3 tangent, out vec3 binormal) {
@@ -408,7 +422,14 @@
// Grid is on XY plane, Z is up
vec2 pos = worldPos.xy;
float time = uTime * 0.0004 * uWaveSpeed;
float heightMod = uWaveHeight;
// Calculate distance from camera for wave fading
float distToCamera = length(worldPos.xyz - eyePos);
float waveFade = exp(-distToCamera * 0.015); // Gradual fade over distance
waveFade = clamp(waveFade, 0.0, 1.0);
v_distanceFade = waveFade;
float heightMod = uWaveHeight * waveFade;
vec3 displacement = vec3(0.0);
vec3 tangent = vec3(1.0, 0.0, 0.0);
@@ -477,10 +498,44 @@
worldPos.z += displacement.y; // Height displacement
// Calculate normal from tangent and binormal
// Blend normal towards flat (0, 0, 1) based on distance
vec3 normal = normalize(cross(binormal, tangent));
vec3 flatNormal = vec3(0.0, 0.0, 1.0);
normal = mix(flatNormal, normal, waveFade);
v_normal = vec3(normal.x, normal.z, normal.y);
gl_Position = projection * view * worldPos;
// Horizon projection: calculate where the world horizon would be in clip space
// The horizon is where z=0 plane meets the sky (at eye height)
// Project a point at the horizon in the same XY direction as this vertex
float horizonStretch = smoothstep(40.0, 100.0, distToCamera);
if (horizonStretch > 0.0) {
// Get direction from camera to vertex (XY only, on ocean plane)
vec2 toVertex = normalize(worldPos.xy - eyePos.xy);
// Create a horizon point far away in that direction at z=0
vec3 horizonPoint = vec3(
eyePos.xy + toVertex * 10000.0,
0.0
);
// Project horizon point to get true horizon clip position
vec4 horizonClip = projection * view * vec4(horizonPoint, 1.0);
// Get actual clip position
vec4 clipPos = projection * view * worldPos;
// Blend vertex toward the horizon point's clip position (normalized)
// Overshoot slightly past horizon to ensure no gap
float horizonY = horizonClip.y / horizonClip.w * clipPos.w;
float overshoot = 1.0 + horizonStretch * 0.1; // Push slightly past horizon
clipPos.y = mix(clipPos.y, horizonY * overshoot, horizonStretch);
gl_Position = clipPos;
} else {
gl_Position = projection * view * worldPos;
}
v_fragPos = worldPos.xyz;
}
</script>