From 8602d4abf021978207b17539e5c689c7bf856e2c Mon Sep 17 00:00:00 2001 From: Merlin1809 Date: Thu, 19 Jun 2025 13:57:04 +0200 Subject: [PATCH] readd ripple fix... --- README.md | 2 +- shaders/dimensions/all_translucent.fsh | 5 ++--- 2 files changed, 3 insertions(+), 4 deletions(-) diff --git a/README.md b/README.md index c2b7e72..dce53f0 100644 --- a/README.md +++ b/README.md @@ -4,7 +4,7 @@ Changes/additions compared to Xonk's unstable-development branch: + Additional cirrus & cumulonimbus cloud layers + Distant Horizons chunk fading + Moon texture with phases - + Improved Puddles and Snow overlays + + Improved Puddles, Snow Overlay and Rain Ripples + Better mod support + Much better emissives + Star rotation based on moon rotation diff --git a/shaders/dimensions/all_translucent.fsh b/shaders/dimensions/all_translucent.fsh index 594abc2..c3078d1 100644 --- a/shaders/dimensions/all_translucent.fsh +++ b/shaders/dimensions/all_translucent.fsh @@ -552,9 +552,8 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 ) waterPos.xyz = getParallaxDisplacement(waterPos, playerPos); #ifdef RIPPLE_WATER - float effectStrength = smoothstep(0.85, 1.0, lightmap.y); - - if(viewDist < 35) { + if(viewDist < 35 && rainStrength > 0.0 && abs(worldSpaceNormal.z) < 0.95 && abs(worldSpaceNormal.x) < 0.95) { + float effectStrength = smoothstep(0.85, 1.0, lightmap.y); rippleBump = ripples(feetPlayerPos.xz+cameraPosition.xz); waterPos.xyz += RIPPLE_STRENGTH * rippleBump * rainStrength * effectStrength * smoothstep(35, 10, viewDist); }