diff --git a/shaders/surface.frag b/shaders/surface.frag
index e5bbed52d5c3d8572daca35dff3ca6baadc51cd7..9bead146f9eb37be6a6aa91c523d3e15c38d28c9 100644
--- a/shaders/surface.frag
+++ b/shaders/surface.frag
@@ -12,7 +12,7 @@ uniform sampler2D ground_depth;
 uniform vec3 camera_pos;
 
 const float PI = 3.1415926535897f;
-const float R0 = 0.04;
+const float R0 = 0.0204;
 
 const float MIN_T = 0;
 const float MAX_T = 10.0;
@@ -36,11 +36,11 @@ float fresnel(vec3 normal, vec3 view) {
 }
 
 vec2 tex_at(vec3 pos) {
-    return pos.xz * vec2(0.1f) + vec2(0.5f);
+    return pos.xz * vec2(-0.1, 0.1f) + vec2(0.5f);
 }
 
 float depth_at(vec3 pos) {
-    return mix(4.5, -2.0, texture(ground_depth, tex_at(pos)).r);
+    return mix(2.0, -4.5, texture(ground_depth, tex_at(pos)).r);
 }
 
 /**
@@ -78,11 +78,12 @@ void main(void)
     // vec3 water_color = vec3(0, 0.05, 0.1);
 
     vec3 sky_color = texture(sky, sphere_uv(reflected)).rgb;
-    vec3 refracted = refract(view, nnormal, 0.667);
+    vec3 refracted = refract(view, nnormal, 0.75);
     vec3 water_color = refraction_ray(world_pos, refracted);
 
     //out_Color = vec4(1,0,1,1);
     // out_Color = vec4(refracted * vec3(0.5) + vec3(0.5), 1.0);
+    // out_Color = vec4(nnormal, 1.0);
     out_Color = vec4(mix(water_color, sky_color, R), 1.0);
 
     // out_Color = texture(ground_depth, tex_coord);