X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_water.fs;h=17873083c340c64151ab07200f8a0c6fe45213d0;hb=fbe807d19b8a626c2d75002b286dd794f893473a;hp=dab1692f465fa3612213d9263c6d02e54fe891a7;hpb=b440efbe5785d114d08bb3f5ec0e09cad943006d;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_water.fs b/shaders/scene_water.fs index dab1692..1787308 100644 --- a/shaders/scene_water.fs +++ b/shaders/scene_water.fs @@ -74,7 +74,8 @@ vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, { vec3 surface_tint = mix(uShoreColour, uOceanColour, depthvalue); - float ffresnel = pow(1.0-dot( vnorm, halfview ),5.0); + //TODO: Make exponent a material param (default: 5.0) + float ffresnel = pow(1.0-dot( vnorm, halfview ),0.8); vec3 lightdir = vec3(0.95,0.0,-0.3); vec3 specdir = reflect( -lightdir, vnorm ); @@ -118,8 +119,10 @@ void main() // Surface colour composite float depthvalue = clamp( -world_water_depth(aCo)*(1.0/25.0), 0.0,1.0 ); - vec2 world_coord = aCo.xz * 0.008; - vec4 time_offsets = vec4( uTime ) * vec4( 0.008, 0.006, 0.003, 0.03 ); + //TODO: Material param (default: 0.008) + vec2 world_coord = aCo.xz * 0.12; + //TODO: Material param ( 0.008, 0.006, 0.003, 0.03 ); + vec4 time_offsets = vec4( uTime ) * vec4( 0.08, -0.08, -0.03, -0.01 ); vec4 dudva = texture( uTexDudv, world_coord + time_offsets.xy )-0.5; vec4 dudvb = texture( uTexDudv, world_coord *7.0 - time_offsets.zw )-0.5;