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@ -31,7 +31,7 @@ const vec3 SUN_EXT = vec3(0.45, 0.55, 0.68); //sunlight extinction
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const float SPEC_HARDNESS = 256.0; // specular highlights hardness
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const float REFLECTION_BUMP_SUPRESS_DEPTH = 150.0; // at what water depth bump map will be supressed for reflections (prevents artifacts at shores)
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const float REFLECTION_BUMP_SUPPRESS_DEPTH = 150; // at what water depth bump map will be supressed for reflections (prevents artifacts at shores)
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const vec2 WIND_DIR = vec2(0.5f, -0.8f);
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const float WIND_SPEED = 0.2f;
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@ -158,7 +158,7 @@ void main(void)
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float realWaterDepth = transformDepth(texture2D(refractionDepthMap, screenCoords).x);
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float shore = clamp(realWaterDepth / REFLECTION_BUMP_SUPRESS_DEPTH,0,1);
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float shore = clamp(realWaterDepth / REFLECTION_BUMP_SUPPRESS_DEPTH,0,1);
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// reflection
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vec3 reflection = texture2D(reflectionMap, screenCoords+(normal.xy*REFL_BUMP*shore)).rgb;
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