diff --git a/files/shaders/water_fragment.glsl b/files/shaders/water_fragment.glsl index e78909abe..c2628eb7f 100644 --- a/files/shaders/water_fragment.glsl +++ b/files/shaders/water_fragment.glsl @@ -218,9 +218,9 @@ void main(void) vec3 rippleAdd = rainRipple.xyz * rainRipple.w * 10.0; vec3 normal = (normal0 * BIG_WAVES_X + normal1 * BIG_WAVES_Y + - normal2 * MID_WAVES_X + normal3 * MID_WAVES_Y + - normal4 * SMALL_WAVES_X + normal5 * SMALL_WAVES_Y + - rippleAdd); + normal2 * MID_WAVES_X + normal3 * MID_WAVES_Y + + normal4 * SMALL_WAVES_X + normal5 * SMALL_WAVES_Y + + rippleAdd); normal = normalize(vec3(normal.x * BUMP, normal.y * BUMP, normal.z)); @@ -228,9 +228,9 @@ void main(void) // normal for sunlight scattering vec3 lNormal = (normal0 * BIG_WAVES_X*0.5 + normal1 * BIG_WAVES_Y*0.5 + - normal2 * MID_WAVES_X*0.2 + normal3 * MID_WAVES_Y*0.2 + - normal4 * SMALL_WAVES_X*0.1 + normal5 * SMALL_WAVES_Y*0.1 + - rippleAdd).xyz; + normal2 * MID_WAVES_X*0.2 + normal3 * MID_WAVES_Y*0.2 + + normal4 * SMALL_WAVES_X*0.1 + normal5 * SMALL_WAVES_Y*0.1 + + rippleAdd).xyz; lNormal = normalize(vec3(lNormal.x * BUMP, lNormal.y * BUMP, lNormal.z)); lNormal = vec3(-lNormal.x, -lNormal.y, lNormal.z); diff --git a/files/shaders/water_vertex.glsl b/files/shaders/water_vertex.glsl index d38460caa..f51baf932 100644 --- a/files/shaders/water_vertex.glsl +++ b/files/shaders/water_vertex.glsl @@ -18,9 +18,9 @@ void main(void) gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; mat4 scalemat = mat4(0.5, 0.0, 0.0, 0.0, - 0.0, -0.5, 0.0, 0.0, - 0.0, 0.0, 0.5, 0.0, - 0.5, 0.5, 0.5, 1.0); + 0.0, -0.5, 0.0, 0.0, + 0.0, 0.0, 0.5, 0.0, + 0.5, 0.5, 0.5, 1.0); vec4 texcoordProj = ((scalemat) * ( gl_Position)); screenCoordsPassthrough = vec3(texcoordProj.x, texcoordProj.y, texcoordProj.w);