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0.9.0 test build: water shadow and far-water fixes - #6
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waterBodyShadow follows the straight line of sight into the water instead of the refracted ray. The bottom shows through the water unbent (the blend lays the water over it), so the shade in the water now lands on the shadow seen on the bottom. Before, the two sat side by side: shaded water over a lit bottom looked colourless and see-through, lit water over a shaded bottom like a patch of colour. Far water seen nearly edge on: the waves a pixel no longer resolves still tilt the facets it sees towards the eye (HIDDEN_TILT, 0.08), so they mirror sky from a little above the horizon and less of it than a flat mirror (waterSeenCos, waterSeenMirror in water_waves.glsl, used by the terrain and by the reflections pass alike). From a block or two above the water, far water mirrored almost only the whitish horizon. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Xzo7zbTpyU7a3y3XQNbw1n
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Before: in the 0.9.0 test build, a shadow on water looked see-through and lost the water's colour. Far water seen from 1-2 blocks above it turned white.
After: the shade in the water lines up with the shadow seen on the bottom, and far water reflects some sky above the horizon, and less of it, so its colour shows.
This brings 98af66f from #3 into the 0.9.0 test branch (#5), on top of the Milky Way fix de2c0ab. It's the build Cosimo tests next.
How: waterBodyShadow follows the unrefracted line of sight;
waterSeenCosandwaterSeenMirrorin water_waves.glsl tilt far, unresolved water by HIDDEN_TILT for both the terrain and the reflections pass. Merges cleanly; tools/validate_shaders.py passes.🤖 Generated with Claude Code
https://claude.ai/code/session_01Xzo7zbTpyU7a3y3XQNbw1n
Generated by Claude Code