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refactor
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
water.fs
diff --git
a/shaders/water.fs
b/shaders/water.fs
index 0be43893cb803fea710a7c86a7f689f5b4c7163c..938c6d1e04d04493226bdaa895d8bdf8a3990322 100644
(file)
--- a/
shaders/water.fs
+++ b/
shaders/water.fs
@@
-9,19
+9,21
@@
uniform float uTime;
uniform vec3 uCamera;
uniform float uSurfaceY;
uniform vec3 uCamera;
uniform float uSurfaceY;
+uniform vec3 uShoreColour;
+uniform vec3 uOceanColour;
+
in vec4 aColour;
in vec2 aUv;
in vec3 aNorm;
in vec3 aCo;
in vec4 aColour;
in vec2 aUv;
in vec3 aNorm;
in vec3 aCo;
+in vec3 aWorldCo;
#include "common_world.glsl"
vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue,
vec4 beneath, vec4 above )
{
#include "common_world.glsl"
vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue,
vec4 beneath, vec4 above )
{
- vec3 colour_shore = vec3( 0.21, 0.6, 0.8 );
- vec3 colour_ocean = vec3( 0.01, 0.1, 0.2 );
- vec3 surface_tint = mix(colour_shore, colour_ocean, 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 ),5.0);