The following change will improve the water shader for fish, by computing real depth in a cleverer way when we encounter fish.Updated summary:
The result is that the fishes no longer look duplicated or weird,-I've found a rather easy way to improve the "side of map" effect, where the water looked weird near the sides of the map. This re-uses the code to build "sides", basically. which is much betterThis is a //big// improvement on some maps.
It won't fix the red water.-I've found a way to fix redness. Haven't really been able to see any red pixels (except for the "moving-the-camera" related bug, I do have an idea on how to fix that,but that's a different thing). but it would probably require re-using the renderer buffer (as we do with post-proc) and rendering an inverted skybox with some terrain alpha.This fixes in particular Extinct Volcano (@elexis ).
-Slight improvement to reflection near the edge of stuff, We'd fix redness and we'd fix the hard-cutoff for map limitsby shifting the clipping plane down a tad (same thing done with refractions).
-Code improvements make entities under water (such as fish) look better.