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authorSebastian Park <SebPark03@gmail.com>2024-04-23 03:34:26 -0400
committerSebastian Park <SebPark03@gmail.com>2024-04-23 03:34:26 -0400
commitafeffed93532c42540636c79cd9ae832656efef4 (patch)
treec8c296dde035c0eef74561cd27d9e5898c24393a /resources/shaders/shader.frag
parentf2d61fc06387ccb22ecb5cb6c42210736ac64c9f (diff)
Add more textures.
Diffstat (limited to 'resources/shaders/shader.frag')
-rwxr-xr-xresources/shaders/shader.frag2
1 files changed, 1 insertions, 1 deletions
diff --git a/resources/shaders/shader.frag b/resources/shaders/shader.frag
index 2e4e780..970d443 100755
--- a/resources/shaders/shader.frag
+++ b/resources/shaders/shader.frag
@@ -64,7 +64,7 @@ void main() {
vec4 diffuse = vec4(red * d, green * d, blue * d, 1.0f);
vec4 specular = vec4(1, 1, 1, 1) * pow(spec, 10.f);
// vec4 transmissive = vec4(vec3(refrUV, 1.f - refrUV.y), 1.f);
- float waterBlurriness = 0.1f;
+ float waterBlurriness = 0.f;
vec2 refrUVBlurry = (1 - beerAtt) * vec2(rand(refrUV), rand(vec4(pos, d))) * waterBlurriness + refrUV;
vec4 transmissive = texture(sampler, vec2(refrUVBlurry));