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@ -194,9 +194,9 @@ void main(void)
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float bump = mix(BUMP,BUMP_RAIN,rainIntensity);
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float bump = mix(BUMP,BUMP_RAIN,rainIntensity);
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vec3 normal = (normal0 * bigWaves.x + normal1 * bigWaves.y +
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vec3 normal = (normal0 * bigWaves.x + normal1 * bigWaves.y +
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normal2 * midWaves.x + normal3 * midWaves.y +
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normal2 * midWaves.x + normal3 * midWaves.y +
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normal4 * smallWaves.x + normal5 * smallWaves.y +
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normal4 * smallWaves.x + normal5 * smallWaves.y +
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rippleAdd);
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rippleAdd);
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normal = normalize(vec3(normal.x * bump, normal.y * bump, normal.z));
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normal = normalize(vec3(normal.x * bump, normal.y * bump, normal.z));
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@ -204,9 +204,9 @@ void main(void)
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// normal for sunlight scattering
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// normal for sunlight scattering
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vec3 lNormal = (normal0 * bigWaves.x * 0.5 + normal1 * bigWaves.y * 0.5 +
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vec3 lNormal = (normal0 * bigWaves.x * 0.5 + normal1 * bigWaves.y * 0.5 +
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normal2 * midWaves.x * 0.2 + normal3 * midWaves.y * 0.2 +
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normal2 * midWaves.x * 0.2 + normal3 * midWaves.y * 0.2 +
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normal4 * smallWaves.x * 0.1 + normal5 * smallWaves.y * 0.1 +
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normal4 * smallWaves.x * 0.1 + normal5 * smallWaves.y * 0.1 +
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rippleAdd).xyz;
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rippleAdd).xyz;
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lNormal = normalize(vec3(lNormal.x * bump, lNormal.y * bump, lNormal.z));
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lNormal = normalize(vec3(lNormal.x * bump, lNormal.y * bump, lNormal.z));
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lNormal = vec3(-lNormal.x, -lNormal.y, lNormal.z);
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lNormal = vec3(-lNormal.x, -lNormal.y, lNormal.z);
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