From a3163106413e24f0c3b1b2953abf1a8dd11f8e2f Mon Sep 17 00:00:00 2001 From: Xonk Date: Sat, 2 Mar 2024 17:48:22 -0500 Subject: [PATCH] lower water refractions strength --- shaders/dimensions/all_translucent.fsh | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/shaders/dimensions/all_translucent.fsh b/shaders/dimensions/all_translucent.fsh index 903bdcf..9b63fd9 100644 --- a/shaders/dimensions/all_translucent.fsh +++ b/shaders/dimensions/all_translucent.fsh @@ -386,7 +386,7 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) vec3 bump = normalize(getWaveNormal(posxz, false)); - TangentNormal = (bump.xy/5.0)*0.5+0.5; // tangent space normals for refraction + TangentNormal = (bump.xy/3.0)*0.5+0.5; // tangent space normals for refraction bump = bump * vec3(bumpmult, bumpmult, bumpmult) + vec3(0.0f, 0.0f, 1.0f - bumpmult); normal = normalize(bump * tbnMatrix);