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forked from 0ad/0ad

Small water tweaks, and TGA (lossless) versions of the water textures.

This was SVN commit r3899.
This commit is contained in:
Matei 2006-05-28 09:52:34 +00:00
parent 106f59c5c7
commit 36533151d6
61 changed files with 2 additions and 2 deletions

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@ -33,12 +33,12 @@ void main()
fresnel = pow(1.0 - ndotv, 0.8); // A rather arbitrary Fresnel approximation
reflCoords = 0.5 * (gl_TexCoord[1].xy / gl_TexCoord[1].w) + 0.5;
reflCoords += 2.8 * n.xz / w; // The 2.8 can be tweaked to make reflections "wavier"
reflCoords += 2.9 * n.xz / w; // The 2.9 can be tweaked to make reflections "wavier"
refrCoords = 0.5 * (gl_TexCoord[2].xy / gl_TexCoord[2].w) + 0.5;
refrCoords -= 2.6 * n.xz / w; // The 2.6 can be tweaked to make refractions "wavier"
reflCol = mix(0.7, 1.0, ndotl) * texture2D(reflectionMap, reflCoords).rgb;
reflCol = (0.8 + 0.2*ndotl) * texture2D(reflectionMap, reflCoords).rgb;
refrCol = (ambient + ndotl * sunColor) * mix(texture2D(refractionMap, refrCoords).rgb, waterColor, 0.3);