diff --git a/files/shaders/water_fragment.glsl b/files/shaders/water_fragment.glsl index 75113755e..ee91df75f 100644 --- a/files/shaders/water_fragment.glsl +++ b/files/shaders/water_fragment.glsl @@ -194,9 +194,9 @@ void main(void) float bump = mix(BUMP,BUMP_RAIN,rainIntensity); vec3 normal = (normal0 * bigWaves.x + normal1 * bigWaves.y + - normal2 * midWaves.x + normal3 * midWaves.y + - normal4 * smallWaves.x + normal5 * smallWaves.y + - rippleAdd); + normal2 * midWaves.x + normal3 * midWaves.y + + normal4 * smallWaves.x + normal5 * smallWaves.y + + rippleAdd); normal = normalize(vec3(normal.x * bump, normal.y * bump, normal.z)); @@ -204,9 +204,9 @@ void main(void) // normal for sunlight scattering vec3 lNormal = (normal0 * bigWaves.x * 0.5 + normal1 * bigWaves.y * 0.5 + - normal2 * midWaves.x * 0.2 + normal3 * midWaves.y * 0.2 + - normal4 * smallWaves.x * 0.1 + normal5 * smallWaves.y * 0.1 + - rippleAdd).xyz; + normal2 * midWaves.x * 0.2 + normal3 * midWaves.y * 0.2 + + normal4 * smallWaves.x * 0.1 + normal5 * smallWaves.y * 0.1 + + rippleAdd).xyz; lNormal = normalize(vec3(lNormal.x * bump, lNormal.y * bump, lNormal.z)); lNormal = vec3(-lNormal.x, -lNormal.y, lNormal.z);