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Improperly implemented water #766

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@H7perus H7perus commented Apr 11, 2024

Source2Viewer_E2XVWEKK7I.mp4

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Any updates?

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H7perus commented Apr 19, 2025

Soon™. I have exams to go through. I wanted to do it properly in a bit from the ground up and closely follow the games water shader. Unless someone else wishes to accelerate this on their own.
This here was, so far, really hacky and also has issues with visible tiling. Better to at least use the games own water resources.

H7perus and others added 13 commits May 22, 2025 12:32
# Conflicts:
#	GUI/Types/Renderer/MeshBatchRenderer.cs
#	GUI/Types/Renderer/Shaders/water_csgo.frag
#	GUI/Types/Renderer/Shaders/water_csgo.vert
# Conflicts:
#	GUI/Types/Renderer/Shaders/water_csgo.frag
uncommented the FramebufferCopy depth blit
switched water_csgo.frag over to using the FramebufferCopy textures
removed old Ssr Framebuffer copy
added check for being in WorldViewer before taking Framebuffer copy
-General verification against the original
-debris coverage is off
-lightmaps are not used, reference decompile was from a version without such
-Fixed a bug with edge blending
-Fixed a bug with foam sampling UV coordinates
reimplemented changes from framebuffer-copy branch.
adjust water to matrix convention change
adjusted uniform type
…nd ingame shader quality high. Clean-up and fixes imminent.

Added a new helper function to sample the environment cubemaps.
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