{
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 );
// 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;