diff --git a/shaders/dimensions/final.fsh b/shaders/dimensions/final.fsh index e8ea0d9..47308db 100644 --- a/shaders/dimensions/final.fsh +++ b/shaders/dimensions/final.fsh @@ -157,7 +157,7 @@ void main() { #endif #if WATER_ON_CAMERA_EFFECT_AMOUNT > 0 - if(waterInteract > 0.0001 && isEyeInWater < 2) getWaterDistortionEffects(texcoord_offset); + if(waterInteract > 0.0001 ) getWaterDistortionEffects(texcoord_offset); #endif #if ON_FIRE_DISTORT_EFFECT_AMOUNT > 0 diff --git a/shaders/shaders.properties b/shaders/shaders.properties index 9abf786..b160ea1 100644 --- a/shaders/shaders.properties +++ b/shaders/shaders.properties @@ -516,8 +516,8 @@ uniform.float.dayChangeSmooth = smooth(if(abs(smooth(worldDay, 0.05, 0.05) - wor uniform.bool.worldTimeChangeCheck = abs(smooth(sunAngle, 1.0, 1.0) - sunAngle) > 0.01 #if WATER_ON_CAMERA_EFFECT_AMOUNT > 0 - variable.float.waterState = smooth(if(isEyeInWater == 0,1.0,0.0),0.1,0.1) - variable.float.lerptime = if(waterState < 0.1 || waterState > 0.9, 100000000000000.0, 0.0) + variable.float.waterState = smooth(if(isEyeInWater == 1,1.0,0.0),0.1,0.1) + variable.float.lerptime = if((waterState < 0.1 || waterState > 0.9), 100000000000000.0, 0.0) uniform.float.waterInteract = smooth(if(waterState < 0.1 || waterState > 0.9, 1.0, 0.0),5.0,0.0) variable.vec3.velocity = vec3(cameraPosition.x-previousCameraPosition.x,cameraPosition.y-previousCameraPosition.y,cameraPosition.z-previousCameraPosition.z)