From 629e88068ec154450dca3dee0e448bbd04dc89f9 Mon Sep 17 00:00:00 2001 From: Matei Date: Sat, 7 Oct 2006 17:59:56 +0000 Subject: [PATCH] # Tweaked water shaders to make lighting effects more pronounced. This was SVN commit r4502. --- binaries/data/mods/official/shaders/water_high.fs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/binaries/data/mods/official/shaders/water_high.fs b/binaries/data/mods/official/shaders/water_high.fs index 1668e59a94..937a9b45cb 100644 --- a/binaries/data/mods/official/shaders/water_high.fs +++ b/binaries/data/mods/official/shaders/water_high.fs @@ -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;