Refactor Camera and OceanLOD for improved movement and LOD management; enhance shader effects for better visual fidelity
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71
index.html
71
index.html
@@ -243,6 +243,7 @@
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varying vec3 v_normal;
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varying float v_waveHeight;
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varying float v_foamFactor;
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varying float v_distanceFade;
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uniform vec3 eyePos;
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uniform float uFoamIntensity;
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@@ -297,7 +298,7 @@
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// Deep and shallow water colors
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vec3 deepColor = vec3(0.0, 0.08, 0.15);
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vec3 shallowColor = vec3(0.0, 0.35, 0.45);
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vec3 skyColor = vec3(0.5, 0.7, 0.9);
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vec3 skyColor = vec3(0.55, 0.7, 0.9); // Match skybox horizon color
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vec3 foamColor = vec3(0.95, 0.98, 1.0);
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// Blend between deep and shallow based on wave height
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@@ -343,8 +344,8 @@
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// Softer edge fade based on foam factor
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foam *= smoothstep(0.0, 0.25, v_foamFactor);
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// Additional soft fade at foam edges
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foam = pow(foam, 0.7) * uFoamIntensity;
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// Additional soft fade at foam edges and fade out at distance
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foam = pow(foam, 0.7) * uFoamIntensity * v_distanceFade;
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// Combine all lighting
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vec3 reflectedColor = mix(oceanColor, skyColor, fresnel);
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@@ -353,15 +354,26 @@
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// Blend foam on top with slight transparency variation
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vec3 finalColor = mix(waterColor, foamColor * clamp(diffuse + 0.4, 0.0, 1.0), foam * 0.85);
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// Slight fog for distant water
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// Atmospheric fog for distant water - blends to horizon
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float dist = length(eyePos - v_fragPos);
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float fog = 1.0 - clamp(dist * 0.015, 0.0, 0.6);
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finalColor = mix(skyColor * 0.85, finalColor, fog);
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// Exponential fog with aggressive horizon fade
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float fogFactor = exp(-dist * 0.04);
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// Fully fade at stretched horizon vertices
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float horizonFade = smoothstep(40.0, 80.0, dist);
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fogFactor *= (1.0 - horizonFade);
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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// Horizon color must exactly match skybox horizon
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vec3 horizonColor = vec3(0.55, 0.7, 0.9);
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finalColor = mix(horizonColor, finalColor, fogFactor);
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gl_FragColor = vec4(finalColor, 1.0);
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}
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</script>
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<script id="default-vs" type="x-shader/x-vertex">
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precision mediump float;
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attribute vec3 positionAttr;
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uniform mat4 view;
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@@ -370,11 +382,13 @@
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uniform float uTime;
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uniform float uWaveHeight;
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uniform float uWaveSpeed;
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uniform vec3 eyePos;
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varying vec3 v_fragPos;
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varying vec3 v_normal;
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varying float v_waveHeight;
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varying float v_foamFactor;
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varying float v_distanceFade;
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// Gerstner wave function - higher steepness = spikier waves
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vec3 gerstnerWave(vec2 pos, float time, vec2 direction, float steepness, float wavelength, out vec3 tangent, out vec3 binormal) {
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@@ -408,7 +422,14 @@
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// Grid is on XY plane, Z is up
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vec2 pos = worldPos.xy;
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float time = uTime * 0.0004 * uWaveSpeed;
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float heightMod = uWaveHeight;
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// Calculate distance from camera for wave fading
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float distToCamera = length(worldPos.xyz - eyePos);
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float waveFade = exp(-distToCamera * 0.015); // Gradual fade over distance
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waveFade = clamp(waveFade, 0.0, 1.0);
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v_distanceFade = waveFade;
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float heightMod = uWaveHeight * waveFade;
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vec3 displacement = vec3(0.0);
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vec3 tangent = vec3(1.0, 0.0, 0.0);
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@@ -477,10 +498,44 @@
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worldPos.z += displacement.y; // Height displacement
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// Calculate normal from tangent and binormal
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// Blend normal towards flat (0, 0, 1) based on distance
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vec3 normal = normalize(cross(binormal, tangent));
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vec3 flatNormal = vec3(0.0, 0.0, 1.0);
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normal = mix(flatNormal, normal, waveFade);
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v_normal = vec3(normal.x, normal.z, normal.y);
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gl_Position = projection * view * worldPos;
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// Horizon projection: calculate where the world horizon would be in clip space
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// The horizon is where z=0 plane meets the sky (at eye height)
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// Project a point at the horizon in the same XY direction as this vertex
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float horizonStretch = smoothstep(40.0, 100.0, distToCamera);
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if (horizonStretch > 0.0) {
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// Get direction from camera to vertex (XY only, on ocean plane)
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vec2 toVertex = normalize(worldPos.xy - eyePos.xy);
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// Create a horizon point far away in that direction at z=0
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vec3 horizonPoint = vec3(
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eyePos.xy + toVertex * 10000.0,
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0.0
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);
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// Project horizon point to get true horizon clip position
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vec4 horizonClip = projection * view * vec4(horizonPoint, 1.0);
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// Get actual clip position
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vec4 clipPos = projection * view * worldPos;
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// Blend vertex toward the horizon point's clip position (normalized)
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// Overshoot slightly past horizon to ensure no gap
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float horizonY = horizonClip.y / horizonClip.w * clipPos.w;
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float overshoot = 1.0 + horizonStretch * 0.1; // Push slightly past horizon
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clipPos.y = mix(clipPos.y, horizonY * overshoot, horizonStretch);
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gl_Position = clipPos;
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} else {
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gl_Position = projection * view * worldPos;
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}
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v_fragPos = worldPos.xyz;
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}
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</script>
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