diff --git a/CHANGES.md b/CHANGES.md index caaeb3946191..72c8db6b448e 100644 --- a/CHANGES.md +++ b/CHANGES.md @@ -7,6 +7,7 @@ Change Log * Fixed Geocoder auto-complete suggestions when hosted inside Web Components. [#8425](https://github.com/AnalyticalGraphicsInc/cesium/pull/8425) * Fixed terrain tile culling problems when under ellipsoid. [#8397](https://github.com/AnalyticalGraphicsInc/cesium/pull/8397) * Fixed primitive culling when below the ellipsoid but above terrain. [#8398](https://github.com/AnalyticalGraphicsInc/cesium/pull/8398) +* Improved the translucency calculation for the Water material type. [#8455](https://github.com/AnalyticalGraphicsInc/cesium/pull/8455) ### 1.64.0 - 2019-12-02 diff --git a/Source/Shaders/Materials/Water.glsl b/Source/Shaders/Materials/Water.glsl index 7c529b5e8230..89b8f8c857ef 100644 --- a/Source/Shaders/Materials/Water.glsl +++ b/Source/Shaders/Materials/Water.glsl @@ -38,7 +38,7 @@ czm_material czm_getMaterial(czm_materialInput materialInput) float tsPerturbationRatio = clamp(dot(normalTangentSpace, vec3(0.0, 0.0, 1.0)), 0.0, 1.0); // fade out water effect as specular map value decreases - material.alpha = specularMapValue; + material.alpha = mix(blendColor.a, baseWaterColor.a, specularMapValue) * specularMapValue; // base color is a blend of the water and non-water color based on the value from the specular map // may need a uniform blend factor to better control this