Improve water shaders a bit
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10741 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -19,8 +19,8 @@ void main()
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vec3 normal2 = 2.0 * texture2D (BumpTex2, gl_TexCoord[0].st + delta2).rgb - 1.0;
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// scale normals
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//normal.y = 4.0*normal.y;
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//normal2.y = 4.0*normal2.y;
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normal.y = 4.0*normal.y;
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normal2.y = 4.0*normal2.y;
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normal = (normalize(normal) + normalize(normal2))/2.0;
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@ -37,7 +37,7 @@ void main()
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// lamberFactor = 0.0;
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//}
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gl_FragColor = diffuseMaterial * (lamberFactor);
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gl_FragColor = diffuseMaterial * (0.3 + lamberFactor*0.7);
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// specular (phong)
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vec3 R = normalize(reflect(lightVec, normal));
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@ -47,12 +47,13 @@ void main()
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{
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// weak specular
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specular = specular*specular;
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float specular03 = specular*0.2;
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gl_FragColor += vec4(specular03, specular03, specular03, 0.0);
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float specular_weak = specular*0.1;
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gl_FragColor += vec4(specular_weak, specular_weak, specular_weak, 0.0);
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// strong specular
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specular = specular*specular*specular;
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float specular06 = specular*0.5;
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gl_FragColor += vec4(specular06, specular06, specular06, 0.0);
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specular = specular*specular;
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specular = specular*specular;
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float specular_strong = specular*0.4;
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gl_FragColor += vec4(specular_strong, specular_strong, specular_strong, 0.0);
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}
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}
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