From 2011872815fad2039638b5f242978e01bf46a36f Mon Sep 17 00:00:00 2001 From: havoc Date: Fri, 18 Jan 2008 12:39:58 +0000 Subject: [PATCH] lowered fresnel power in GLSL shader from 5.0 to 2.0 to make water reflections more visible git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@7975 d7cf8633-e32d-0410-b094-e92efae38249 --- gl_rmain.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/gl_rmain.c b/gl_rmain.c index 04ecb0ad..2b58a2c0 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -720,7 +720,7 @@ static const char *builtinshaderstring = " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n" -" float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 5.0) * ReflectFactor + ReflectOffset;\n" +" float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n" " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n" "}\n" "\n" -- 2.39.2