further tweak water & ssao shaders
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@@ -24,11 +24,13 @@ out vec4 outputColor;
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const float gamma = 2.2;
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const float ambient = 0.3, specularStrength = 1.6, specularShininess = 128;
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const float ambient = 0.3, specularStrength = 1.6, specularShininess = 256;
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const float fogDensity = .00003;
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float sunalpha = 0;
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vec3 suncolor = vec3(0);
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float light;
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vec3 color = vec3(0);
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void lightSun();
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@@ -52,7 +54,8 @@ void main() {
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float waterDepth = (fragPosView.z-texture(gPos, gl_FragCoord.xy/screenSize).a);
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float waterFactor = pow(alpha, waterDepth);
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outputColor = vec4(color*waterFactor, min(1-waterFactor + sunalpha, 1));
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float waterAlpha = min(1-waterFactor + sunalpha, 1);
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outputColor = vec4(color*waterFactor*waterAlpha + suncolor, waterAlpha);
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}
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void lightSun() {
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@@ -67,7 +70,7 @@ void lightSun() {
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float shadow = lightSunShadow();
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light += diffuse * shadow;
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color += vec3(specular) * shadow;
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suncolor += vec3(specular) * shadow;
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if (specular*shadow > 1.0f)
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sunalpha += specular*shadow - 1.0f;
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