diff --git a/shaders/mat_water.frag b/shaders/mat_water.frag index 72a5de06..2b0649bf 100644 --- a/shaders/mat_water.frag +++ b/shaders/mat_water.frag @@ -47,8 +47,6 @@ vec3 normal_d; void main() { - - vec4 tex_color = texture(diffuse, f_coord); //wave distortion move_factor += (param[2].z * time); move_factor = mod(move_factor, 1); @@ -65,6 +63,7 @@ void main() #else vec3 envcolor = vec3(0.5); #endif + vec4 tex_color = texture(diffuse, texture_coords); //Fresnel effect vec3 view_dir = normalize(vec3(0.0f, 0.0f, 0.0f) - f_pos.xyz); float fresnel = pow ( dot (f_normal, view_dir), 0.2 ); @@ -79,7 +78,7 @@ void main() result += mix(c, envcolor, param[1].z * texture(normalmap, texture_coords ).a); } //result = mix(result, param[0].rgb, param[1].z); - result = (result * param[0].rgb * param[1].z) + (result * (1.0 - param[1].z)); //multiply + result = (result * tex_color.rgb * param[1].z) + (result * (1.0 - param[1].z)); //multiply //result = ( max(result + param[0].rgb -1.0,0.0) * param[1].z + result * (1.0 - param[1].z)); //linear burn //result = ( min(param[0].rgb,result) * param[1].z + result * (1.0 - param[1].z)); //darken