> I don't think your analysis can be correct; I don't particulary care. In my version of the shader, the problem is fixed for good and performance is improved, I've posted the code which does it, if you prefer your version of the code for whatever reason, be my guest. Likewise, if you and Emilian think computing normals to 0.1 deg accuracy is worth the effort, be my guest. I'm not touching your version of the shader, I'm just letting you know what I found out.
> The intention is to set the > reflection colour as white if cover >= 1.5 else set it to grey. AFAIK it > works that way as well. It does, and it creates the tiling artefacts which we falsely attributed to reflection issues on the way. And as I said, loading two texture sheets to determine if a color is white or grey seems like a complete overkill to me. > It's all an attempt to emulate the cloud cover over the sea and stop it > being a lovely blue in the middle of a storm. I don't see that your > modification honours this intent. Look again. This // de-saturate for reduced light refl.rgb = mix(refl.rgb, vec3 (0.248, 0.248, 0.248), 1.0 - smoothstep(0.4, 1.0, scattering)); turns the base sea color smoothly into (0.248, 0.248, 0.248) (grey) dependent on the value of scattering which is a one-parameter measure of the light intensity reduction due to cloud cover (I have the screenshots to prove that this works, but I just don't see the point). > Proximity of land is only a very rough guide to depth of water. You can > go a long way from shore in the North Sea without finding deep water, but the > > sea gets very deep very fast off the Azores. If we can represent all this > better, then I'm all for it. We cannot get the exact base water color without introducing water classes or something like that into the scenery database. But we can make a moderately complex model for sea colors by having a Nasal script interpolate values from a table based on geography and using land proximity info, dump that value into the property tree and use it in the shader. It seems to me that a rough model is preferable to one constant sea color all over the place. Anyway, I think I will just implement it that way, and you do what you think is best. Cheers, * Thorsten ------------------------------------------------------------------------------ For Developers, A Lot Can Happen In A Second. Boundary is the first to Know...and Tell You. Monitor Your Applications in Ultra-Fine Resolution. Try it FREE! http://p.sf.net/sfu/Boundary-d2dvs2 _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel