diff --git a/features/Water Effects/Shaders/Features/WaterEffects.ini b/features/Water Effects/Shaders/Features/WaterEffects.ini index d4094c367b..f3b23540d3 100644 --- a/features/Water Effects/Shaders/Features/WaterEffects.ini +++ b/features/Water Effects/Shaders/Features/WaterEffects.ini @@ -1,5 +1,5 @@ [Info] -Version = 1-1-1 +Version = 1-1-2 [Nexus] autoupload = false diff --git a/features/Water Effects/Shaders/WaterEffects/WaterCaustics.hlsli b/features/Water Effects/Shaders/WaterEffects/WaterCaustics.hlsli index 525f2a3686..84e2155a8e 100644 --- a/features/Water Effects/Shaders/WaterEffects/WaterCaustics.hlsli +++ b/features/Water Effects/Shaders/WaterEffects/WaterCaustics.hlsli @@ -26,23 +26,22 @@ namespace WaterEffects float2 causticsUV1 = PanCausticsUV(causticsUV, 0.5 * 0.2, 1.0); float2 causticsUV2 = PanCausticsUV(causticsUV, 1.0 * 0.2, -0.5); - float causticsHigh = 1.0; - - if (causticsFade > 0.0) - causticsHigh = min(SampleCaustics(causticsUV1), SampleCaustics(causticsUV2)) * 4.0; + const float causticsHigh = + (causticsFade > 0.0) + ? (min(SampleCaustics(causticsUV1), SampleCaustics(causticsUV2)) * 4.0) + : 1.0; causticsUV *= 0.5; causticsUV1 = PanCausticsUV(causticsUV, 0.5 * 0.1, 1.0); causticsUV2 = PanCausticsUV(causticsUV, 1.0 * 0.1, -0.5); - float causticsLow = 1.0; - - if (causticsFade < 1.0) - causticsLow = min(SampleCaustics(causticsUV1), SampleCaustics(causticsUV2)) * 4.0; - - float caustics = lerp(causticsLow, causticsHigh, causticsFade); + const float causticsLow = + (causticsFade < 1.0) + ? (min(SampleCaustics(causticsUV1), SampleCaustics(causticsUV2)) * 4.0) + : 1.0; + const float caustics = lerp(causticsLow, causticsHigh, causticsFade); return lerp(1.0, caustics, shoreFactorCaustics); }