No, I can't see any difference.
Thorsten wrote in Mon Apr 13, 2015 6:47 am:Change the second line into
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finalColor = refl + vec4 (secondary_light, 0.0) * light_distance_fading(dist) * 2.0 * pow(max(0.0,dot(E,N)), water_shininess);
Does that fix the issue?
Yes it does! Beautiful water in fair weather
Thorsten wrote in Mon Apr 13, 2015 6:47 am:If yes, does
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finalColor = refl + clamp(specular,0.0,1.0) * smoothstep(0.3, 0.6, ground_scattering) + vec4 (secondary_light, 0.0) * light_distance_fading(dist) * 2.0 * pow(max(0.0,dot(E,N)), water_shininess);
work as well?
Not really, the ocean appears white again.
Also, just to be clear, the problem is much more visible from the ground. The higher I am in the air, the more normal-looking the water becomes (it likely has something to do with the angle of reflections).
Now, if I may ask a (possibly stupid) question: since I use the git version, any modification I make to any file inside /fgdata will be lost on my next pull, correct? So in that case, to fix this I will have to wait for any corrections to be applied to the fgdata repository rather than do it myself here, right? If that's the case, there is absolutely no rush or whatsoever, I am just trying to understand how this works.
Thanks a lot, Thorsten, I really appreciate your help.
Cheers,
Gilberto