diff --git a/files/shaders/water_fragment.glsl b/files/shaders/water_fragment.glsl index db319ac70..1e3a1e17b 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_SUPPRESS_DEPTH = 0.03; // at what water depth bump map will be supressed for reflections (prevents artifacts at shores) +const float BUMP_SUPPRESS_DEPTH = 0.03; // at what water depth bumpmap will be supressed for reflections and refractions (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) #if REFRACTION float realWaterDepth = linearizeDepth(texture2D(refractionDepthMap, screenCoords).x); - float shore = clamp(realWaterDepth / (REFLECTION_BUMP_SUPPRESS_DEPTH * (far - near)),0,1); + float shore = clamp(realWaterDepth / (BUMP_SUPPRESS_DEPTH * (far - near)),0,1); #else float shore = 1.0; #endif