# Tweaked water shaders to make lighting effects more pronounced.

This was SVN commit r4502.
This commit is contained in:
Matei
2006-10-07 17:59:56 +00:00
parent 3c74758f5c
commit 629e88068e
@@ -51,10 +51,10 @@ void main()
reflCoords = 0.5 * (gl_TexCoord[1].xy / gl_TexCoord[1].w) + 0.5; // Unbias texture coords
reflCoords += waviness * n.xz / w;
reflColor = mix(texture2D(reflectionMap, reflCoords).rgb, diffuse * reflectionTint,
reflColor = mix(texture2D(reflectionMap, reflCoords).rgb, sunColor * reflectionTint,
reflectionTintStrength);
refrColor = mix((0.6 + 0.4*ndotl) * texture2D(refractionMap, refrCoords).rgb, diffuse * tint,
refrColor = (0.5 + 0.5*ndotl) * mix(texture2D(refractionMap, refrCoords).rgb, sunColor * tint,
myMurkiness);
specular = pow(max(0.0, ndoth), shininess) * sunColor * specularStrength;