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Update water_fragment.glsl
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@ -61,7 +61,7 @@ const float RAIN_RIPPLE_RADIUS = 0.2;
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float scramble(float x, float z)
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float scramble(float x, float z)
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{
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{
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return fract(pow(x*3.0+1.0, z));
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return fract(pow(fract(x)*3.0+1.0, z));
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}
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}
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vec2 randOffset(vec2 c, float time)
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vec2 randOffset(vec2 c, float time)
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