"\n"
" float d = dot( pnorm, halfview );\n"
" float t = dot((pnorm*pdist - pos), pnorm) / d;\n"
-" return t * g_water_fog;\n"
+"\n"
+" // TODO: Make g_water_fog a material param\n"
+" return t * 0.3;//g_water_fog;\n"
"}\n"
"\n"
"void main()\n"
"{\n"
" vec3 surface_tint = mix(uShoreColour, uOceanColour, depthvalue);\n"
"\n"
-" float ffresnel = pow(1.0-dot( vnorm, halfview ),5.0);\n"
+" //TODO: Make exponent a material param (default: 5.0)\n"
+" float ffresnel = pow(1.0-dot( vnorm, halfview ),0.8);\n"
"\n"
" vec3 lightdir = vec3(0.95,0.0,-0.3);\n"
" vec3 specdir = reflect( -lightdir, vnorm );\n"
" // Surface colour composite\n"
" float depthvalue = clamp( -world_water_depth(aCo)*(1.0/25.0), 0.0,1.0 );\n"
"\n"
-" vec2 world_coord = aCo.xz * 0.008;\n"
-" vec4 time_offsets = vec4( uTime ) * vec4( 0.008, 0.006, 0.003, 0.03 );\n"
+" //TODO: Material param (default: 0.008)\n"
+" vec2 world_coord = aCo.xz * 0.12;\n"
+" //TODO: Material param ( 0.008, 0.006, 0.003, 0.03 );\n"
+" vec4 time_offsets = vec4( uTime ) * vec4( 0.08, -0.08, -0.03, -0.01 );\n"
" vec4 dudva = texture( uTexDudv, world_coord + time_offsets.xy )-0.5;\n"
" vec4 dudvb = texture( uTexDudv, world_coord *7.0 - time_offsets.zw )-0.5;\n"
"\n"