diff --git a/binaries/data/mods/official/entities/template_unit_mechanical_ship.xml b/binaries/data/mods/official/entities/template_unit_mechanical_ship.xml
index aec762cb6f..0b416d39b9 100644
--- a/binaries/data/mods/official/entities/template_unit_mechanical_ship.xml
+++ b/binaries/data/mods/official/entities/template_unit_mechanical_ship.xml
@@ -25,6 +25,10 @@
12.0
+
+
+ 12.3
+
diff --git a/binaries/data/mods/official/shaders/water_high.fs b/binaries/data/mods/official/shaders/water_high.fs
index 2fc27975c5..c7325e246c 100644
--- a/binaries/data/mods/official/shaders/water_high.fs
+++ b/binaries/data/mods/official/shaders/water_high.fs
@@ -5,21 +5,24 @@ uniform vec3 cameraPos;
uniform sampler2D normalMap;
uniform sampler2D reflectionMap;
uniform sampler2D refractionMap;
-uniform float shininess;
+uniform float shininess;
+uniform float waviness;
varying vec3 worldPos;
varying vec3 waterColor;
varying float waterDepth;
-varying float w;
+varying float w;
+
+const vec3 specularColor = vec3(0.2, 0.2, 0.2);
void main()
{
- vec3 n, l, h, v; // normal, vector to light, half-vector and view vector (vector to eye)
+ vec3 n, l, h, v; // Normal, light vector, half-vector and view vector (vector to eye)
float ndotl, ndoth, ndotv;
float fresnel;
- float temp;
+ float t;
vec2 reflCoords, refrCoords;
- vec3 reflCol, refrCol, specular;
+ vec3 reflColor, refrColor, specular;
n = normalize(texture2D(normalMap, gl_TexCoord[0].st).xzy - vec3(0.5, 0.5, 0.5));
l = -sunDir;
@@ -30,22 +33,24 @@ void main()
ndoth = dot(n, h);
ndotv = dot(n, v);
- fresnel = pow(1.0 - ndotv, 0.8); // A rather arbitrary Fresnel approximation
+ fresnel = pow(1.0 - ndotv, 0.8); // A rather random Fresnel approximation
- reflCoords = 0.5 * (gl_TexCoord[1].xy / gl_TexCoord[1].w) + 0.5;
- reflCoords += 2.9 * n.xz / w; // The 2.9 can be tweaked to make reflections "wavier"
+ reflCoords = 0.5 * (gl_TexCoord[1].xy / gl_TexCoord[1].w) + 0.5; // Unbias texture coords
+ reflCoords += waviness * n.xz / w;
- refrCoords = 0.5 * (gl_TexCoord[2].xy / gl_TexCoord[2].w) + 0.5;
- refrCoords -= 2.6 * n.xz / w; // The 2.6 can be tweaked to make refractions "wavier"
+ refrCoords = 0.5 * (gl_TexCoord[2].xy / gl_TexCoord[2].w) + 0.5; // Unbias texture coords
+ refrCoords -= waviness * n.xz / w;
- reflCol = (0.8 + 0.2*ndotl) * texture2D(reflectionMap, reflCoords).rgb;
+ reflColor = texture2D(reflectionMap, reflCoords).rgb;
- refrCol = (ambient + ndotl * sunColor) * mix(texture2D(refractionMap, refrCoords).rgb, waterColor, 0.3);
+ refrColor = (0.5 + 0.5*ndotl) * mix(texture2D(refractionMap, refrCoords).rgb, waterColor, 0.3);
- specular = pow(max(0.0, ndoth), shininess) * sunColor * vec3(0.2, 0.2, 0.2); // specular color can be changed here
+ specular = pow(max(0.0, ndoth), shininess) * sunColor * specularColor;
- gl_FragColor.rgb = mix(refrCol + 0.3*specular, reflCol + specular, fresnel);
+ gl_FragColor.rgb = mix(refrColor + 0.3*specular, reflColor + specular, fresnel);
- temp = 8.0 * max(0.0, 0.7-v.y);
- gl_FragColor.a = 0.15 * waterDepth * (temp + mix(1.2, 2.2, fresnel));
+ // Make alpha vary based on both depth (so it blends with the shore) and view angle (make it
+ // become opaque faster at lower view angles so we can't look "underneath" the water plane)
+ t = 8.0 * max(0.0, 0.7 - v.y);
+ gl_FragColor.a = 0.15 * waterDepth * (1.2 + t + fresnel);
}
diff --git a/binaries/data/mods/official/shaders/water_high.vs b/binaries/data/mods/official/shaders/water_high.vs
index 6d8667e2ea..f3749e4278 100644
--- a/binaries/data/mods/official/shaders/water_high.vs
+++ b/binaries/data/mods/official/shaders/water_high.vs
@@ -11,10 +11,10 @@ varying float w;
void main()
{
worldPos = gl_Vertex.xyz;
- waterColor = gl_Color.xyz;
+ waterColor = gl_Color.rgb;
waterDepth = vertexDepth;
gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_TexCoord[1] = reflectionMatrix * gl_Vertex;
+ gl_TexCoord[1] = reflectionMatrix * gl_Vertex; // projective texturing
gl_TexCoord[2] = reflectionMatrix * gl_Vertex;
w = gl_TexCoord[1].w;
gl_Position = ftransform();