diff --git a/binaries/data/mods/official/shaders/water_high.fs b/binaries/data/mods/official/shaders/water_high.fs index c7325e246c..06ae3534c9 100644 --- a/binaries/data/mods/official/shaders/water_high.fs +++ b/binaries/data/mods/official/shaders/water_high.fs @@ -39,7 +39,7 @@ void main() reflCoords += waviness * n.xz / w; refrCoords = 0.5 * (gl_TexCoord[2].xy / gl_TexCoord[2].w) + 0.5; // Unbias texture coords - refrCoords -= waviness * n.xz / w; + refrCoords -= 0.8 * waviness * n.xz / w; // Refractions can be slightly less wavy reflColor = texture2D(reflectionMap, reflCoords).rgb; @@ -51,6 +51,6 @@ void main() // 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); + t = 18.0 * max(0.0, 0.7 - v.y); gl_FragColor.a = 0.15 * waterDepth * (1.2 + t + fresnel); }