fix(render3d): lakes clipped to their ellipse; r3d_fog_base
A water body other than the reflecting one drew its whole bounding rectangle, so the corners outside the lake's carved ellipse showed water over dry ground; those bodies now discard outside the ellipse. r3d_fog_base (default 0) is the height the height fog is measured from, so maps sharing one datum at different heights get the same air. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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6 changed files with 26 additions and 1 deletions
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@ -7,6 +7,9 @@ uniform mat4 u_inv_vp;
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uniform vec2 u_screen;
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uniform sampler2D u_refl; // the world mirrored in the surface (rendered by the reflection pass)
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uniform float u_refl_on;
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uniform vec2 u_center; // this body's centre and half extents (world xz)
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uniform vec2 u_extent;
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uniform float u_clip_ellipse; // 1: the body is the ellipse inside its rectangle (a lake), 0: the whole plane (the sea)
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uniform sampler2D u_scene; // the scene as drawn before the water: the bed, to refract
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// wind-streaked capillary ripples (stretched along the wind) over slower swells
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float waterH(vec2 p, float t) {
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@ -21,6 +24,13 @@ vec3 rippleNormal(vec2 p, float t) {
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return normalize(vec3(-(hx - h) * 0.26 / e, 1.0, -(hz - h) * 0.26 / e));
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}
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void main() {
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// A lake is an ellipse - the carved bed, the grass and a game's own water test all use
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// one - but its plane is the rectangle around it, and the corners between the two hold
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// ground below the lake's level. Without this they show as sheets of water on dry land.
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if (u_clip_ellipse > 0.5) {
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vec2 q = (v_wpos.xz - u_center) / max(u_extent, vec2(0.001));
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if (dot(q, q) > 1.0) discard;
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}
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vec3 v = normalize(u_cam_pos - v_wpos);
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float dist = length(u_cam_pos - v_wpos);
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vec3 n = rippleNormal(v_wpos.xz, u_time);
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