From ef3591ba46843595a89a898c2a654a8f7c6cdd71 Mon Sep 17 00:00:00 2001 From: tleety Date: Thu, 24 Sep 2015 16:23:57 +0200 Subject: [PATCH] Water threshhold added, now it's actually waterlike --- src/game/Core/Shaders/Deferred/water2/Fragment.glsl | 9 ++++++++- 1 file changed, 8 insertions(+), 1 deletion(-) 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