diff --git a/files/shaders/compatibility/water.frag b/files/shaders/compatibility/water.frag index d657989282..f40a6fef22 100644 --- a/files/shaders/compatibility/water.frag +++ b/files/shaders/compatibility/water.frag @@ -165,15 +165,15 @@ void main(void) // specular 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; - - // disable sun specular when underwater - if (cameraPos.z < 0.0) - specular = 0.0; + float specular = 0.0; + if (cameraPos.z >= 0.0) + { + 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); + 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)));