diff --git a/Shaders/water-ALS-high.frag b/Shaders/water-ALS-high.frag index 1b0131089..6ef90ac3d 100644 --- a/Shaders/water-ALS-high.frag +++ b/Shaders/water-ALS-high.frag @@ -425,7 +425,7 @@ void main(void) //specular_color += (ctrefl*ctrefl) * fresnel* specular_light.rgb; specular_color += ((0.15*(1.0-ctrefl* ctrefl) * fresnel) - 0.3) * specular_light.rgb; - + vec4 specular = vec4(specular_color, 0.5); @@ -478,8 +478,11 @@ void main(void) } } + + finalColor = refl + specular * smoothstep(0.3, 0.6, ground_scattering) + vec4 (secondary_light, 0.0) * light_distance_fading(dist) * 2.0 * pow(max(0.0,dot(E,N)), water_shininess); + finalColor = clamp(finalColor, 0.0,1.0); //add foam vec4 foam_texel = texture2D(sea_foam, vec2(waterTex2 * tscale) * 25.0); @@ -700,10 +703,9 @@ if (intensity > 0.0) // this needs to be a condition, because otherwise hazeColo hazeColor.rgb = max(hazeColor.rgb, minLight.rgb); finalColor.rgb = mix(hazeColor +secondary_light * fog_backscatter(mvisibility), finalColor.rgb,transmission); - - } gl_FragColor = finalColor; + }