diff --git a/godot/Demos/StylizedWaterfallDemo.tscn b/godot/Demos/StylizedWaterfallDemo.tscn index c317a01..99e8cf4 100644 --- a/godot/Demos/StylizedWaterfallDemo.tscn +++ b/godot/Demos/StylizedWaterfallDemo.tscn @@ -161,9 +161,8 @@ material/0 = null [node name="DemoInterface" parent="." instance=ExtResource( 5 )] text_bbcode = "This demo shows how to create a stylized waterfall. -In particular, this waterfall is created by leveraging UVs and vertex colors created in the modeling software (blender) -Because we useng carefully crafted UVs, we don't need to use flowmaps." +In particular, this waterfall is created by leveraging UVs and vertex colors created in the modeling software (blender). +Because we are using carefully crafted UVs, we don't need to use flowmaps." [editable path="WaterfallMesh"] - [editable path="Demo3DEnvironment"] diff --git a/godot/Shaders/stylized_waterfall.shader b/godot/Shaders/stylized_waterfall.shader index 9f292b8..63da0fd 100644 --- a/godot/Shaders/stylized_waterfall.shader +++ b/godot/Shaders/stylized_waterfall.shader @@ -8,7 +8,7 @@ uniform float water_speed = 0.3; uniform float displacement = 0.1; uniform vec4 foam_color: hint_color = vec4(1.0); uniform float foam_threshold = 0.3; -uniform float foam_detail_treshold = 0.7; +uniform float foam_detail_threshold = 0.7; uniform float foam_detail_speed = 0.1; uniform float foam_smoothness = 0.0; uniform float max_depth = 0.3; @@ -85,7 +85,7 @@ void fragment(){ float total_noise = (main_noise_value + detail_noise_value) * 0.5; float foam_factor = smoothstep(0.0, foam_smoothness * (1.0 - foam_threshold), ((total_noise - foam_threshold) + main_foam_intensity * 0.1) * main_foam_intensity) ; foam_factor = screen_mix(foam_factor, main_foam_intensity); - foam_factor += smoothstep(0.0, foam_smoothness * (1.0 - foam_threshold), ((detail_noise_value - foam_detail_treshold) + main_foam_intensity * 0.1)) ; + foam_factor += smoothstep(0.0, foam_smoothness * (1.0 - foam_threshold), ((detail_noise_value - foam_detail_threshold) + main_foam_intensity * 0.1)) ; foam_factor = clamp(foam_factor, 0.0, 1.0); vec4 water_color = texture(depth_color_curve, vec2(depth_normalized));