diff --git a/files/shaders/water_fragment.glsl b/files/shaders/water_fragment.glsl index ac12b355ee..8d608e53c4 100644 --- a/files/shaders/water_fragment.glsl +++ b/files/shaders/water_fragment.glsl @@ -105,11 +105,11 @@ vec4 circle(vec2 coords, vec2 uv, float adjusted_time) float height = blip(ringfollower); vec4 ret = vec4(normal.x, normal.y, height, height); ret.xyw *= energy; - ret.xyz = normalize(ret.xyz); + ret.xyz = normalize(ret.x, ret.y, ret.z+0.001); return ret; } -const float RAIN_RING_TIME_OFFSET = 1/6.0; +const float RAIN_RING_TIME_OFFSET = 1.0/6.0; vec4 rain(vec2 uv, float time) { vec2 i_part = floor(uv * RAIN_RIPPLE_GAPS);