uniform vec3 uShoreColour;
uniform vec3 uOceanColour;
+uniform float uFresnel;
+uniform float uWaterScale;
+uniform vec4 uWaveSpeed;
#include "light_clearskies_stddef.glsl"
#include "common_scene.glsl"
{
vec3 surface_tint = mix(uShoreColour, uOceanColour, depthvalue);
- //TODO: Make exponent a material param (default: 5.0)
- float ffresnel = pow(1.0-dot( vnorm, halfview ),0.8);
+ float ffresnel = pow(1.0-dot( vnorm, halfview ),uFresnel);
vec3 lightdir = vec3(0.95,0.0,-0.3);
vec3 specdir = reflect( -lightdir, vnorm );
// Surface colour composite
float depthvalue = clamp( -world_water_depth(aCo)*(1.0/25.0), 0.0,1.0 );
- //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 );
+ vec2 world_coord = aCo.xz * uWaterScale;
+ vec4 time_offsets = vec4( uTime ) * uWaveSpeed;
vec4 dudva = texture( uTexDudv, world_coord + time_offsets.xy )-0.5;
vec4 dudvb = texture( uTexDudv, world_coord *7.0 - time_offsets.zw )-0.5;