diff --git a/assets/voxygen/shaders/fluid-frag.glsl b/assets/voxygen/shaders/fluid-frag.glsl index 9f2d0fb7f0..12393caeb7 100644 --- a/assets/voxygen/shaders/fluid-frag.glsl +++ b/assets/voxygen/shaders/fluid-frag.glsl @@ -59,11 +59,11 @@ void main() { vec3 c_norm = cross(f_norm, b_norm); vec3 nmap = normalize( - (texture(t_waves, fract(f_pos.xy * 0.3 + tick.x * 0.04)).rgb - 0.0) * 0.05 - + (texture(t_waves, fract(f_pos.xy * 0.1 - tick.x * 0.08)).rgb - 0.0) * 0.1 - + (texture(t_waves, fract(-f_pos.yx * 0.06 - tick.x * 0.1)).rgb - 0.0) * 0.1 - + (texture(t_waves, fract(-f_pos.yx * 0.03 - tick.x * 0.01)).rgb - 0.0) * 0.2 - + vec3(0, 0, 0.1) + (srgb_to_linear(texture(t_waves, fract(f_pos.xy * 0.3 + tick.x * 0.04)).rgb) - 0.0) * 0.05 + + (srgb_to_linear(texture(t_waves, fract(f_pos.xy * 0.1 - tick.x * 0.08)).rgb) - 0.0) * 0.1 + + (srgb_to_linear(texture(t_waves, fract(-f_pos.yx * 0.06 - tick.x * 0.1)).rgb) - 0.0) * 0.1 + + (srgb_to_linear(texture(t_waves, fract(-f_pos.yx * 0.03 - tick.x * 0.01)).rgb) - 0.0) * 0.2 + + vec3(0, 0, 0.0) ); vec3 norm = f_norm * nmap.z + b_norm * nmap.x + c_norm * nmap.y; @@ -89,9 +89,9 @@ void main() { vec3 reflect_color = get_sky_color(reflect_ray_dir, time_of_day.x, false) * f_light; //reflect_color = vec3(reflect_color.r + reflect_color.g + reflect_color.b) / 3.0; // 0 = 100% reflection, 1 = translucent water - float passthrough = pow(dot(faceforward(norm, norm, cam_to_frag), -cam_to_frag), 0.5); + float passthrough = pow(dot(faceforward(f_norm, f_norm, cam_to_frag), -cam_to_frag), 0.3); - vec4 color = mix(vec4(reflect_color, 1.0), vec4(surf_color, 4.0 / (1.0 + diffuse_light * 2.0)), passthrough); + vec4 color = mix(vec4(reflect_color * 2.0, 1.0), vec4(surf_color, 4.0 / (1.0 + diffuse_light * 2.0)), passthrough); tgt_color = mix(color, vec4(fog_color, 0.0), fog_level); }