From fe2479ee4c14063920afc0e8390cb0f76b88dbc0 Mon Sep 17 00:00:00 2001 From: Joshua Barretto Date: Sun, 14 Feb 2021 16:19:14 +0000 Subject: [PATCH] Better LoD water prediction --- assets/voxygen/shaders/lod-terrain-frag.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/assets/voxygen/shaders/lod-terrain-frag.glsl b/assets/voxygen/shaders/lod-terrain-frag.glsl index d53eba5abe..defb468ec7 100644 --- a/assets/voxygen/shaders/lod-terrain-frag.glsl +++ b/assets/voxygen/shaders/lod-terrain-frag.glsl @@ -640,7 +640,7 @@ void main() { // f_col = f_col + (hash(vec4(floor(vec3(focus_pos.xy + splay(v_pos_orig), f_pos.z)) * 3.0 - round(f_norm) * 0.5, 0)) - 0.5) * 0.05; // Small-scale noise vec3 surf_color; #if (FLUID_MODE == FLUID_MODE_SHINY) - if (f_col_raw.b > max(f_col_raw.r, f_col_raw.g) * 2.0 && dot(vec3(0, 0, 1), f_norm) > 0.9) { + if (length(f_col_raw - vec3(0.02, 0.06, 0.22)) < 0.025 && dot(vec3(0, 0, 1), f_norm) > 0.9) { vec3 water_color = (1.0 - MU_WATER) * MU_SCATTER; vec3 reflect_ray = cam_to_frag * vec3(1, 1, -1);