diff --git a/files/shaders/water_fragment.glsl b/files/shaders/water_fragment.glsl index d9b9463ad9..fc0167d84e 100644 --- a/files/shaders/water_fragment.glsl +++ b/files/shaders/water_fragment.glsl @@ -231,6 +231,7 @@ void main(void) #if REFRACTION // refraction vec3 refraction = texture2D(refractionMap, screenCoords - screenCoordsOffset).rgb; + vec3 rawRefraction = refraction; // brighten up the refraction underwater if (cameraPos.z < 0.0) @@ -249,6 +250,12 @@ void main(void) float lightScatter = clamp(dot(lVec,lNormal)*0.7+0.3, 0.0, 1.0) * clamp(dot(lR, vVec)*2.0-1.2, 0.0, 1.0) * SCATTER_AMOUNT * sunFade * clamp(1.0-exp(-sunHeight), 0.0, 1.0); gl_FragData[0].xyz = mix( mix(refraction, scatterColour, lightScatter), reflection, fresnel) + specular * gl_LightSource[0].specular.xyz + vec3(rainRipple.w) * 0.2; gl_FragData[0].w = 1.0; + + // 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); + 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; gl_FragData[0].w = clamp(fresnel*6.0 + specular * gl_LightSource[0].specular.w, 0.0, 1.0); //clamp(fresnel*2.0 + specular * gl_LightSource[0].specular.w, 0.0, 1.0);