#include "private.h" void waterAutoPreset(WaterDefinition* definition, WaterPreset preset) { noiseRandomizeOffsets(definition->_waves_noise); if (preset == WATER_PRESET_LAKE) { definition->transparency = 0.5; definition->reflection = 0.4; definition->transparency_depth = 4.0; definition->material.base.r = 0.08; definition->material.base.g = 0.15; definition->material.base.b = 0.2; definition->depth_color.r = 0.0; definition->depth_color.g = 0.1; definition->depth_color.b = 0.1; definition->lighting_depth = 6.0; definition->scaling = 1.0; definition->waves_height = 0.8; definition->detail_height = 0.05; definition->turbulence = 0.1; definition->foam_coverage = 0.15; } else if (preset == WATER_PRESET_SEA) { definition->transparency = 0.4; definition->reflection = 0.35; definition->transparency_depth = 3.0; definition->material.base.r = 0.05; definition->material.base.g = 0.18; definition->material.base.b = 0.2; definition->depth_color.r = 0.0; definition->depth_color.g = 0.18; definition->depth_color.b = 0.15; definition->lighting_depth = 4.0; definition->scaling = 1.5; definition->waves_height = 1.0; definition->detail_height = 0.06; definition->turbulence = 0.3; definition->foam_coverage = 0.4; } definition->depth_color.a = 1.0; definition->material.base.a = 1.0; definition->material.reflection = 1.0; definition->material.shininess = 16.0; definition->foam_material.base.r = 0.8; definition->foam_material.base.g = 0.8; definition->foam_material.base.b = 0.8; definition->foam_material.base.a = 1.0; definition->foam_material.reflection = 0.4; definition->foam_material.shininess = 1.5; WaterDefinitionClass.validate(definition); }