summaryrefslogtreecommitdiff
path: root/resources/shaders/shader.frag
diff options
context:
space:
mode:
Diffstat (limited to 'resources/shaders/shader.frag')
-rwxr-xr-xresources/shaders/shader.frag9
1 files changed, 5 insertions, 4 deletions
diff --git a/resources/shaders/shader.frag b/resources/shaders/shader.frag
index 7fc82ed..ef4e9c7 100755
--- a/resources/shaders/shader.frag
+++ b/resources/shaders/shader.frag
@@ -44,8 +44,9 @@ float rand(vec4 n) {
}
vec2 uvFromWorldPoint(vec3 point) {
- float u = (point.x - widthBounds[0] * 50) / (widthBounds[1] * 50 - widthBounds[0] * 50);
- float v = (point.z - lengthBounds[0] * 50) / (lengthBounds[1] * 50 - lengthBounds[0] * 50);
+ float scale = 5.f;
+ float u = (point.x - widthBounds[0] * scale) / (widthBounds[1] * scale - widthBounds[0] * scale);
+ float v = (point.z - lengthBounds[0] * scale) / (lengthBounds[1] * scale - lengthBounds[0] * scale);
return vec2(u, v);
}
@@ -70,9 +71,9 @@ void main() {
vec2 refrUV = uvFromWorldPoint(refrPos);
vec2 reflUV = uvFromWorldPoint(reflPos);
-// float waterMurkiness = 0.002f; // TODO: Make uniform
+ float waterMurkiness = 0.003f; // TODO: Make uniform
// float waterMurkiness = 0.0005f; // TODO: Make uniform
- float waterMurkiness = 0.0005f; // TODO: Make uniform
+// float waterMurkiness = 0.000f; // TODO: Make uniform
vec3 waterVolumeColor = vec3(red * 0.1f, green * 0.2f, blue * 0.2f);
float murkDiffuse = 0.3f;
float murkAmbient = 0.8f;