From a1c709a2db40f2f78b36c7a42c26a67686d9980f Mon Sep 17 00:00:00 2001 From: tleety Date: Tue, 29 Sep 2015 11:10:08 +0200 Subject: [PATCH] Removed wierd glow on water --- include/Physics/CWaterVolume.h | 2 +- src/game/Core/Shaders/Deferred/water2/Fragment.glsl | 4 ++-- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/include/Physics/CWaterVolume.h b/include/Physics/CWaterVolume.h index 33adcae..29692f6 100755 --- a/include/Physics/CWaterVolume.h +++ b/include/Physics/CWaterVolume.h @@ -9,7 +9,7 @@ namespace Components struct WaterVolume : public Component { - + float Radius; }; } diff --git a/src/game/Core/Shaders/Deferred/water2/Fragment.glsl b/src/game/Core/Shaders/Deferred/water2/Fragment.glsl index b82af8f..44beeed 100755 --- a/src/game/Core/Shaders/Deferred/water2/Fragment.glsl +++ b/src/game/Core/Shaders/Deferred/water2/Fragment.glsl @@ -61,9 +61,9 @@ void main() sum += texture(WaterTexture, vec2(tc.x + 3.0*blur*hstep, tc.y + 3.0*blur*vstep)) * 0.0540540541; sum += texture(WaterTexture, vec2(tc.x + 4.0*blur*hstep, tc.y + 4.0*blur*vstep)) * 0.0162162162; - frag_Diffuse = vec4(sum.rgb, 1.0) * vec4(0.0, 0.6, 1.5, 1.0); - float avgColor = frag_Diffuse.r + frag_Diffuse.g + frag_Diffuse.b; + float avgColor = sum.r + sum.g + sum.b; avgColor = avgColor/3; + frag_Diffuse = vec4(sum.r, sum.g, sum.b, 1.0); if ( avgColor*dir.y > Threshhold ){ frag_Diffuse = vec4(0.0, 0.3, 1.0, 1.0); }