diff --git a/files/shaders/water_fragment.glsl b/files/shaders/water_fragment.glsl index fc0167d84e..e829e1a869 100644 --- a/files/shaders/water_fragment.glsl +++ b/files/shaders/water_fragment.glsl @@ -254,7 +254,11 @@ void main(void) // wobbly water: hard-fade into refraction texture at extremely low depth, with a wobble based on normal mapping vec3 normalShoreRippleRain = texture2D(normalMap,normalCoords(UV, 2.0, 2.7, -1.0*waterTimer, 0.05, 0.1, normal3)).rgb - 0.5 + texture2D(normalMap,normalCoords(UV, 2.0, 2.7, waterTimer, 0.04, -0.13, normal4)).rgb - 0.5; - float shoreOffset = clamp((realWaterDepth - (normal2.r + mix(0, normalShoreRippleRain.r, rainIntensity) + 0.35)*8), 0, 1); + float verticalWaterDepth = realWaterDepth * mix(abs(vVec.z), 1.0, 0.2); // an estimate + float shoreOffset = verticalWaterDepth - (normal2.r + mix(0, normalShoreRippleRain.r, rainIntensity) + 0.15)*8; + float fuzzFactor = min(1.0, 1000.0/surfaceDepth) * mix(abs(vVec.z), 1, 0.2); + shoreOffset *= fuzzFactor; + shoreOffset = clamp(shoreOffset, 0, 1); gl_FragData[0].xyz = mix(rawRefraction, gl_FragData[0].xyz, shoreOffset); #else gl_FragData[0].xyz = mix(reflection, waterColor, (1.0-fresnel)*0.5) + specular * gl_LightSource[0].specular.xyz + vec3(rainRipple.w) * 0.7;