better water
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / terrain.fs
index 7cf4dde38e87ce628229e6cf43d65431ddec4e95..a6d24006fbfdf9a224a5fff0f6c4891e2d6a7ea7 100644 (file)
@@ -14,7 +14,7 @@ float water_depth( vec3 pos, vec3 dir, vec4 plane )
 {
    float d = dot( plane.xyz, dir );
    float t = dot((plane.xyz*plane.w - pos),plane.xyz) / d;
-   return t*0.05;
+   return t*0.04;
 }
 
 void main()
@@ -40,7 +40,7 @@ void main()
 
    // Lighting
    vec3 lightdir = vec3(0.95,0.0,-0.3);
-   vec3 shadow = pow(vec3(0.014,0.034,0.084),vec3(1.0/3.2));
+   vec3 shadow = vec3(0.27,0.25,0.34);
    float light1 = dot( lightdir, mix(qnorm,aNorm,amtsand) )*0.5+0.5;
    diffuse = diffuse * (light1*vec3(1.0,0.96,0.9)*1.2 + shadow*(1.0-light1));