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