more pronounced ripple

eeeh kinda close ig
This commit is contained in:
Alug 2024-01-24 03:41:02 +01:00 committed by NepDisk
parent ad95233529
commit 1ddd84cf13

View file

@ -283,16 +283,16 @@
#define GLSL_WATER_TEXEL \
"float water_z = (gl_FragCoord.z / gl_FragCoord.w) / 2.0;\n" \
"float a = -pi * (water_z * freq) + (leveltime * speed);\n" \
"float sdistort = sin(a) * amp;\n" \
"float cdistort = cos(a) * amp;\n" \
"float sdistort = sin(a) * amp * 1.5;\n" \
"float cdistort = cos(a) * amp * 2.2;\n" \
"vec4 texel = texture2D(tex, vec2(gl_TexCoord[0].s - sdistort, gl_TexCoord[0].t - cdistort));\n"
#define GLSL_WATER_FRAGMENT_SHADER \
"#version 120\n" \
GLSL_FLOOR_FUDGES \
"const float freq = 0.025;\n" \
"const float freq = 0.03;\n" \
"const float amp = 0.025;\n" \
"const float speed = 2.0;\n" \
"const float speed = 1.6;\n" \
"const float pi = 3.14159;\n" \
"#ifdef SRB2_PALETTE_RENDERING\n" \
"uniform sampler2D tex;\n" \