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update helpers/location to 'frosted' ui
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
scene_water.fs
diff --git
a/shaders/scene_water.fs
b/shaders/scene_water.fs
index dab1692f465fa3612213d9263c6d02e54fe891a7..db92f97bd595cbc4176d8a434662856c0ed93eb1 100644
(file)
--- a/
shaders/scene_water.fs
+++ b/
shaders/scene_water.fs
@@
-11,6
+11,9
@@
uniform vec3 uBoard1;
uniform vec3 uShoreColour;
uniform vec3 uOceanColour;
uniform vec3 uShoreColour;
uniform vec3 uOceanColour;
+uniform float uFresnel;
+uniform float uWaterScale;
+uniform vec4 uWaveSpeed;
#include "light_clearskies_stddef.glsl"
#include "common_scene.glsl"
#include "light_clearskies_stddef.glsl"
#include "common_scene.glsl"
@@
-74,7
+77,7
@@
vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue,
{
vec3 surface_tint = mix(uShoreColour, uOceanColour, depthvalue);
{
vec3 surface_tint = mix(uShoreColour, uOceanColour, depthvalue);
- float ffresnel = pow(1.0-dot( vnorm, halfview ),
5.0
);
+ float ffresnel = pow(1.0-dot( vnorm, halfview ),
uFresnel
);
vec3 lightdir = vec3(0.95,0.0,-0.3);
vec3 specdir = reflect( -lightdir, vnorm );
vec3 lightdir = vec3(0.95,0.0,-0.3);
vec3 specdir = reflect( -lightdir, vnorm );
@@
-118,8
+121,8
@@
void main()
// Surface colour composite
float depthvalue = clamp( -world_water_depth(aCo)*(1.0/25.0), 0.0,1.0 );
// 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 )
;
+ 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;
vec4 dudva = texture( uTexDudv, world_coord + time_offsets.xy )-0.5;
vec4 dudvb = texture( uTexDudv, world_coord *7.0 - time_offsets.zw )-0.5;