diff --git a/files/shaders/compatibility/water.frag b/files/shaders/compatibility/water.frag index 749dcf27cd..dbf36560b3 100644 --- a/files/shaders/compatibility/water.frag +++ b/files/shaders/compatibility/water.frag @@ -40,6 +40,8 @@ const vec3 SUN_EXT = vec3(0.45, 0.55, 0.68); // sunlight extinction const float SUN_SPEC_FADING_THRESHOLD = 0.15; // visibility at which sun specularity starts to fade const float SPEC_HARDNESS = 256.0; // specular highlights hardness +const float SPEC_BUMPINESS = 5.0; // surface bumpiness boost for specular +const float SPEC_BRIGHTNESS = 1.5; // boosts the brightness of the specular highlights const float BUMP_SUPPRESS_DEPTH = 300.0; // at what water depth bumpmap will be suppressed for reflections and refractions (prevents artifacts at shores) const float REFR_FOG_DISTORT_DISTANCE = 3000.0; // at what distance refraction fog will be calculated using real water depth instead of distorted depth (prevents splotchy shores) @@ -161,7 +163,13 @@ void main(void) sunSpec.a = min(1.0, sunSpec.a / SUN_SPEC_FADING_THRESHOLD); // specular - float specular = pow(max(dot(reflect(viewDir, normal), sunWorldDir), 0.0), SPEC_HARDNESS) * shadow * sunSpec.a; + const float SPEC_MAGIC = 1.55; // from the original blender shader, changing it makes the spec vanish or become too bright + + vec3 specNormal = normalize(vec3(normal.x * SPEC_BUMPINESS, normal.y * SPEC_BUMPINESS, normal.z)); + vec3 viewReflectDir = reflect(viewDir, specNormal); + float phongTerm = max(dot(viewReflectDir, sunWorldDir), 0.0); + float specular = pow(atan(phongTerm * SPEC_MAGIC), SPEC_HARDNESS) * SPEC_BRIGHTNESS; + specular = clamp(specular, 0.0, 1.0) * shadow * sunSpec.a; // artificial specularity to make rain ripples more noticeable vec3 skyColorEstimate = vec3(max(0.0, mix(-0.3, 1.0, sunFade)));