// [ SETTINGS ] [ WATER ] #define G_SSR_WATER_QUALITY 1 // Quality of the water. ( 0 = low | 1 = medium | 2 = high | 3 = Very High | 4 = Ultra ) #define G_SSR_WATER_WAVES 1.0f // Water waves intensity #define G_SSR_WATER_REFLECTION 0.6f // Reflection intensity. ( 1.0f = 100% ) #define G_SSR_WATER_REFRACTION 0.05f // Intensity of refraction distortion #define G_SSR_WATER_SKY_REFLECTION 1.0f // Sky reflection factor. ( 1.0f = 100% ) #define G_SSR_WATER_MAP_REFLECTION 1.0f // Objects reflection factor. ( 1.0f = 100% ) #define G_SSR_WATER_TEX_DISTORTION 0.2f // Water texture distortion. #define G_SSR_WATER_TURBIDITY 3.0f // Turbidity factor. ( 0.0f = Clear water ) #define G_SSR_WATER_FOG_MAXDEPTH 2.0f // Maximum visibility underwater. #define G_SSR_WATER_RAIN 1.25f // Intensity of rain ripples #define G_SSR_WATER_SPECULAR 6.0f // Sun/Moon specular intensity #define G_SSR_WATER_SPECULAR_NORMAL 0.2f // Specular normal intensity. ( You may need to adjust this if you change the value of G_SSR_WATER_WAVES ) #define G_SSR_WATER_CAUSTICS 0.25f // Caustics intensity #define G_SSR_WATER_CAUSTICS_SCALE 1.0f // Caustics Size #define G_SSR_WATER_SOFTBORDER 0.1f // Soft border factor. ( 0.0f = hard edge ) #define G_SSR_WATER_CHEAPFRESNEL // Uncomment/comment this if you want to use a faster/accurate fresnel calc