diff --git a/src/game/Core/Shaders/Deferred/water2/Fragment.glsl b/src/game/Core/Shaders/Deferred/water2/Fragment.glsl index a8c72f3..17bbf52 100755 --- a/src/game/Core/Shaders/Deferred/water2/Fragment.glsl +++ b/src/game/Core/Shaders/Deferred/water2/Fragment.glsl @@ -45,6 +45,8 @@ void main() float hstep = dir.x; float vstep = dir.y; + float Threshhold = 0.1; + //apply filter using a 9 tap filter with predefined gaussian weights sum += texture(WaterTexture, vec2(tc.x - 4.0*blur*hstep, tc.y - 4.0*blur*vstep)) * 0.0162162162; @@ -59,5 +61,10 @@ 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, 0.3, 1.0, 1.0); + 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; + avgColor = avgColor/3; + if ( avgColor*dir.y > Threshhold ){ + frag_Diffuse = vec4(0.0, 0.6, 1.0, 1.0); + } } \ No newline at end of file