diff --git a/shaders/lib/waterBump.glsl b/shaders/lib/waterBump.glsl index 46ae365..db3d0ad 100644 --- a/shaders/lib/waterBump.glsl +++ b/shaders/lib/waterBump.glsl @@ -58,7 +58,7 @@ vec3 getWaveNormal(vec3 waterPos, vec3 playerpos, bool isLOD){ float largeWavesCurved = pow(1.0-pow(1.0-largeWaves,2.5),4.5); #ifdef HYPER_DETAILED_WAVES - float deltaPos = mix(1.0, 0.05, largeWavesCurved); + float deltaPos = 0.025; #else float deltaPos = mix(1.0, 0.15, largeWavesCurved); // reduce high frequency detail as distance increases. reduces noise on waves. why have more details than pixels?