forked from teamnwah/openmw-tes3coop
rename a constant in water shader
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1 changed files with 2 additions and 2 deletions
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@ -31,7 +31,7 @@ const vec3 SUN_EXT = vec3(0.45, 0.55, 0.68); //sunlight extinction
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const float SPEC_HARDNESS = 256.0; // specular highlights hardness
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const float REFLECTION_BUMP_SUPPRESS_DEPTH = 0.03; // at what water depth bump map will be supressed for reflections (prevents artifacts at shores)
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const float BUMP_SUPPRESS_DEPTH = 0.03; // at what water depth bumpmap will be supressed for reflections and refractions (prevents artifacts at shores)
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const vec2 WIND_DIR = vec2(0.5f, -0.8f);
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const float WIND_SPEED = 0.2f;
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@ -158,7 +158,7 @@ void main(void)
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#if REFRACTION
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float realWaterDepth = linearizeDepth(texture2D(refractionDepthMap, screenCoords).x);
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float shore = clamp(realWaterDepth / (REFLECTION_BUMP_SUPPRESS_DEPTH * (far - near)),0,1);
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float shore = clamp(realWaterDepth / (BUMP_SUPPRESS_DEPTH * (far - near)),0,1);
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#else
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float shore = 1.0;
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#endif
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