From 957b06269aebd85efdbc10348cac2a5d3bf493f4 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Tur=C3=A1nszki=20J=C3=A1nos?= Date: Sat, 6 Jul 2024 12:01:32 +0200 Subject: [PATCH] ocean shader small tweaks --- WickedEngine/shaders/oceanSurfacePS.hlsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/WickedEngine/shaders/oceanSurfacePS.hlsl b/WickedEngine/shaders/oceanSurfacePS.hlsl index 8350a05e7..df721cb26 100644 --- a/WickedEngine/shaders/oceanSurfacePS.hlsl +++ b/WickedEngine/shaders/oceanSurfacePS.hlsl @@ -32,7 +32,7 @@ float4 main(PSIn input) : SV_TARGET [branch] if (GetCamera().texture_waterriples_index >= 0) { - gradient.rg += bindless_textures_float2[GetCamera().texture_waterriples_index].SampleLevel(sampler_linear_clamp, ScreenCoord, 0).rg * 0.1; + gradient.rg += bindless_textures_float2[GetCamera().texture_waterriples_index].SampleLevel(sampler_linear_clamp, ScreenCoord, 0).rg * 0.01; } Surface surface; @@ -119,7 +119,7 @@ float4 main(PSIn input) : SV_TARGET #if 1 // FOAM: - float foam_shore = saturate(exp(-water_depth * 2)); + float foam_shore = saturate(exp(-water_depth * 4)); float foam_simplex = 0; foam_simplex += smoothstep(0, 0.8, noise_simplex_2D(surface.P.xz * 1 + GetTime())); foam_simplex += smoothstep(0, 0.8, noise_simplex_2D(surface.P.xz * 2 + GetTime()));