diff --git a/files/shaders/water_fragment.glsl b/files/shaders/water_fragment.glsl index 6e4edfb84..867a24a70 100644 --- a/files/shaders/water_fragment.glsl +++ b/files/shaders/water_fragment.glsl @@ -31,7 +31,7 @@ const vec3 SUN_EXT = vec3(0.45, 0.55, 0.68); //sunlight extinction const float SPEC_HARDNESS = 256.0; // specular highlights hardness -const float REFLECTION_BUMP_SUPRESS_DEPTH = 150.0; // at what water depth bump map will be supressed for reflections (prevents artifacts at shores) +const float REFLECTION_BUMP_SUPPRESS_DEPTH = 150; // at what water depth bump map will be supressed for reflections (prevents artifacts at shores) const vec2 WIND_DIR = vec2(0.5f, -0.8f); const float WIND_SPEED = 0.2f; @@ -158,7 +158,7 @@ void main(void) float realWaterDepth = transformDepth(texture2D(refractionDepthMap, screenCoords).x); - float shore = clamp(realWaterDepth / REFLECTION_BUMP_SUPRESS_DEPTH,0,1); + float shore = clamp(realWaterDepth / REFLECTION_BUMP_SUPPRESS_DEPTH,0,1); // reflection vec3 reflection = texture2D(reflectionMap, screenCoords+(normal.xy*REFL_BUMP*shore)).rgb;