out vec4 FragColor; uniform vec3 uCamera; uniform vec3 uBoard0; uniform vec3 uBoard1; #include "light_clearskies_stddef.glsl" #include "common_scene.glsl" // Water blending // ============== float water_depth( vec3 pos, vec3 halfview ) { vec3 pnorm = g_water_plane.xyz; float pdist = g_water_plane.w; float d = dot( pnorm, halfview ); float t = dot((pnorm*pdist - pos), pnorm) / d; // TODO: Make g_water_fog a material param return t * 0.3;//g_water_fog; } void main() { vec3 halfview = normalize( uCamera - aWorldCo ); float depth = water_depth( aWorldCo, halfview ); FragColor = vec4( depth, 0.0, 0.0, 0.0 ); }