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Flickering band of boundary light!


gameboy
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2 hours ago, nwtour said:

Looks like a problem with a vendor driver for Windows.

I have not been able to see this shiny line after trying all the settings in Linux/Mesa

You need to play with GLSL on and Water Settings set to max. It seems to be particularly visible on that map.

I have a hack that fixes it, but it makes no sense so it cannot be committed

 4a1125ba-400e-4222-8090-52af312e6385 (1).png

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14 minutes ago, Stan` said:

You need to play with GLSL on and Water Settings set to max.

MESA 21, all settings to max,  MESA_GL_VERSION_OVERRIDE=4.6 LIBGL_ALWAYS_SOFTWARE=1
I don’t see lines and I don’t see lines in your screenshot either
1134013681_2022-01-0517-38-11.thumb.png.72463a8dd64505455440e09aadbc36e0.png

 

24 minutes ago, Stan` said:

It seems to be particularly visible on that map.

I have a hack that fixes it, but it makes no sense so it cannot be committed

Will be the main feature of the A30

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1 hour ago, nwtour said:

I don’t see lines and I don’t see lines in your screenshot either

Interesting. I have on Intel and Nvidia. Yes as I said in the text above, this is with the "fixed" shader. Here is without the fix notice I had to rotate my camera to trigger the bug.

image.png

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  • 3 weeks later...

@Stan` @vladislavbelov I have done a thorough investigation and found that the problem is ultimately the 'Real water depth'. When I deselect the Real depth option, the flashing line disappears.

I made a patch, which can solve this problem, but it caused a little problem in the water map, so I still need your help, please help me improve this patch.

 

 

screenshot0029.png

screenshot0032.png

screenshot0030.png

screenshot0031.png

water_high.fs

Edited by gameboy
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@vladislavbelov I modified the number in this line to solve this problem, but there are new problems. The mapping of coastline is not as natural as before. Please help me, thank you.I modified the number in this line to solve this problem, but there are new problems. The mapping of coastline is not as natural as before. Please help me, thank you.

Before modification

vec4 viewPosition = projInvTransform * (vec4((uv - vec2(0.5)) * 2.0, depth * 2.0 - 1.0

After modification

vec4 viewPosition = projInvTransform * (vec4((uv - vec2(0.5)) * 1.5, depth * 2.0 - 1.0
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2 hours ago, gameboy said:

Before modification

vec4 viewPosition = projInvTransform * (vec4((uv - vec2(0.5)) * 2.0, depth * 2.0 - 1.0

After modification

vec4 viewPosition = projInvTransform * (vec4((uv - vec2(0.5)) * 1.5, depth * 2.0 - 1.0

It's incorrect to replace 2.0 by 1.5 because it should convert [0, 1] range to [-1, 1] range, not [-0.75, 0.75].

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  • 1 month later...
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  • 2 weeks later...
<iframe id="ytplayer" type="text/html" width="640" height="360"
  src="https://

" frameborder="1"></iframe>

 

I don't know how to play a video posted on youtube directly here, please tell me how to do it?
Spoiler

 

 

Edited by gameboy
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