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Bug: Water Shader Renders Improperly #1814

@ErinRoseWebs69

Description

@ErinRoseWebs69

Describe the bug

Refracted water will render below where the waterline should be, as seen in d2_coast_01, where the waterline should be where the dirty part of the concrete meets the clean part of the concrete, and in d1_canals_01, where you can see a pallet just floating above the water rather than partially sunken into it. The following are examples from HL2, using HL2 materials.

Image Image

The following screenshot shows nature/water_coast05 applied in my own map, where it should be at least partially transparent, but it looks almost like a Hammer viewport render:

Image

For whatever reason, nature/water_glados_01 seems to be mostly unaffected. From my close inspections, it has the same problems as the first two screenshots, though not quite as dramatic.

Another example, with the first being from HL2 and the second being in Strata:

Image Image

One last thing: r_waterforcereflectentities should be set to 1 by default, as that is default Portal 2 behavior. This affects ALL water, and means things like physics props and dynamic props won't get reflected in this water unless said cvar is set to 1.

r_waterforcereflectentities 0:

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r_waterforcereflectentities 1 (default P2 behavior):

Image

To Reproduce

  1. Open any map with water, no matter the type
  2. Look at where you expect the water line, versus where it's actually rendering. Compare to floating objects, as need be.
  3. If it's a partially transparent non-refract texture, you'll see it.

Issue Map

Any map, with HL2 maps being good examples.

Expected Behavior

The refracted water should be rendering at the correct waterline, and non-refract shouldn't look like Hammer viewport renders.

Operating System

Windows 10

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    Type: BugThis is a problem with something that should be working one way, but isn't.What: GraphicsGraphics-related stuff

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