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synced 2025-06-22 08:42:50 +08:00
small fix. lower water f0 back to 0.02
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@ -318,7 +318,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
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float normalDotEye = dot(normals, normalize(pos.xyz));
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float fresnel = pow(clamp(1.0 + normalDotEye, 0.0, 1.0),5.0);
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fresnel = mix(0.1, 1.0, fresnel);
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fresnel = mix(0.02, 1.0, fresnel);
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#ifdef SNELLS_WINDOW
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if(isEyeInWater == 1) fresnel = pow(clamp(1.5 + normalDotEye,0.0,1.0), 25.0);
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