X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fterrain.fs;fp=shaders%2Fterrain.fs;h=a6d24006fbfdf9a224a5fff0f6c4891e2d6a7ea7;hb=3bb0287d544a4cb75de9afe2927ac8e946f3a18e;hp=7cf4dde38e87ce628229e6cf43d65431ddec4e95;hpb=cb16ccb05a796178c879ea8d5091663d215a5217;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/terrain.fs b/shaders/terrain.fs index 7cf4dde..a6d2400 100644 --- a/shaders/terrain.fs +++ b/shaders/terrain.fs @@ -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));