From 1ddd84cf139264f41e22b3de92e3590824c5c85d Mon Sep 17 00:00:00 2001 From: Alug Date: Wed, 24 Jan 2024 03:41:02 +0100 Subject: [PATCH] more pronounced ripple eeeh kinda close ig --- src/hardware/hw_shaders.h | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/src/hardware/hw_shaders.h b/src/hardware/hw_shaders.h index 3978f6207..4abf8e3ad 100644 --- a/src/hardware/hw_shaders.h +++ b/src/hardware/hw_shaders.h @@ -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" \