Index: binaries/data/mods/public/art/materials/player_water.xml
===================================================================
--- binaries/data/mods/public/art/materials/player_water.xml
+++ binaries/data/mods/public/art/materials/player_water.xml
@@ -5,11 +5,11 @@
-
+
-
+
Index: binaries/data/mods/public/shaders/glsl/model_water.fs
===================================================================
--- binaries/data/mods/public/shaders/glsl/model_water.fs
+++ binaries/data/mods/public/shaders/glsl/model_water.fs
@@ -1,5 +1,6 @@
#version 120
+#include "common/fog.h"
#include "common/los_fragment.h"
#include "common/shadows_fragment.h"
@@ -32,8 +33,8 @@
uniform vec3 reflectionTint;
uniform float reflectionTintStrength;
-float waterDepth = 4.0;
-float fullDepth = 5.0; // Depth at which to use full murkiness (shallower water will be clearer)
+float waterDepth = 5.0;
+float fullDepth = 0.5; // Depth at which to use full murkiness (shallower water will be clearer)
varying vec4 worldPos;
varying vec4 v_tex;
@@ -48,7 +49,10 @@
vec3 reflColor, refrColor, specular;
//vec4 wtex = textureGrad(waterTex, vec3(fract(v_tex.xy), v_tex.z), dFdx(v_tex.xy), dFdy(v_tex.xy));
- vec4 wtex = texture2D(waterTex, fract(v_tex.xy));
+ //vec4 wtex = texture2D(waterTex, fract(v_tex.xy));
+ vec4 wtex1 = texture2D(waterTex, fract(v_tex.xy * 0.3));
+ vec4 wtex2 = texture2D(waterTex, fract(v_tex.xy * 1.2 ));
+ vec4 wtex = mix(wtex1, wtex2, 0.9);
n = normalize(wtex.xzy - vec3(0.5, 0.5, 0.5));
l = -sunDir;
@@ -74,7 +78,6 @@
reflectionTintStrength);
//waterDepth = 4.0 + 2.0 * dot(abs(v_tex.zw - 0.5), vec2(0.5));
- waterDepth = 4.0;
//refrColor = (0.5 + 0.5*ndotl) * mix(texture2D(refractionMap, refrCoords).rgb, sunColor * tint,
refrColor = (0.5 + 0.5*ndotl) * mix(vec3(0.3), sunColor * waterTint,
@@ -90,6 +93,7 @@
#endif
vec3 color = mix(refrColor + 0.3*specular, reflColor + specular, fresShadow);
+ color = applyFog(color);
gl_FragColor.rgb = color * getLOS();
Index: binaries/data/mods/public/shaders/glsl/model_water.vs
===================================================================
--- binaries/data/mods/public/shaders/glsl/model_water.vs
+++ binaries/data/mods/public/shaders/glsl/model_water.vs
@@ -33,7 +33,7 @@
{
worldPos = instancingTransform * vec4(a_vertex, 1.0);
- v_tex.xy = (a_uv0 + worldPos.xz) / 5.0 + sim_time * translation;
+ v_tex.xy = (a_uv0 + worldPos.xz) / 3.0 + sim_time * translation * 0.001;
v_tex.zw = a_uv0;