lower water refractions strength

This commit is contained in:
Xonk 2024-03-02 17:48:22 -05:00
parent 22a5ef3e51
commit a316310641

View File

@ -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);